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authorDragorn421 <Dragorn421@users.noreply.github.com>2021-12-06 01:11:38 +0100
committerGitHub <noreply@github.com>2021-12-05 19:11:38 -0500
commita9284494f2b6f53a0e8f95b5567faf1b2162e91c (patch)
treeb09701e147c47f177fdcae2e8bcf6ea90a5bb85b /src/code
parent79220ba58ae550441e42b4d2c79af7f7e4b9787b (diff)
Use defines for actor flags (#873)
* Add ACTOR_FLAG_ defines * Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere * Remove unused ACTOR_FLAG_* constants * actor flags in bigokuta & ko * actor flags in obj_mure * actor flags in stalfos, twinrova & ganon2 * actor flags in morpha & barinade * name some previously missed actor flags * found some comments using hex for actor flags * Actor flags in ovl_En_Ganon_Mant * Actor flags in EnWf * Flags in en_zf * Actor flags in BossGanon (FeelsOKMan) * Remove `ACTOR_FLAG_NONE` * Wrap expansion of `FLAGS` in parentheses * `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL` * Move `CHECK_FLAG_ALL` to `macros.h` * Run formatter
Diffstat (limited to 'src/code')
-rw-r--r--src/code/code_800430A0.c2
-rw-r--r--src/code/db_camera.c35
-rw-r--r--src/code/ucode_disas.c53
-rw-r--r--src/code/z_actor.c73
-rw-r--r--src/code/z_camera.c10
-rw-r--r--src/code/z_debug.c22
-rw-r--r--src/code/z_en_a_keep.c6
-rw-r--r--src/code/z_en_item00.c8
-rw-r--r--src/code/z_player_call.c2
-rw-r--r--src/code/z_player_lib.c2
10 files changed, 108 insertions, 105 deletions
diff --git a/src/code/code_800430A0.c b/src/code/code_800430A0.c
index 673c60515..95c7c4fc5 100644
--- a/src/code/code_800430A0.c
+++ b/src/code/code_800430A0.c
@@ -62,7 +62,7 @@ void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
if (dynaActor != NULL) {
func_800434A8(dynaActor);
- if ((actor->flags & 0x4000000) == 0x4000000) {
+ if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_26)) {
func_80043538(dynaActor);
}
}
diff --git a/src/code/db_camera.c b/src/code/db_camera.c
index f7e565af2..f77dac120 100644
--- a/src/code/db_camera.c
+++ b/src/code/db_camera.c
@@ -1300,8 +1300,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
DbCamera_SetTextValue(dbCamera->sub.lookAt[dbCamera->sub.unkIdx].cameraRoll, &D_8012D084[10], 3);
func_8006376C(0x10, 0x16, (dbCamera->sub.unk_0A == 2) ? 7 : 4, D_8012D084);
func_8006376C(0xF, 0x17, (dbCamera->sub.unk_0A == 3) ? 7 : 4,
- (dbCamera->sub.mode == 1) ? D_8012CF14
- : (dbCamera->sub.mode == 0) ? *D_8012CF18 : D_8012CFB0);
+ (dbCamera->sub.mode == 1) ? D_8012CF14
+ : (dbCamera->sub.mode == 0) ? *D_8012CF18
+ : D_8012CFB0);
if (dbCamera->sub.unk_0C) {
D_8012D05C[80] = '>';
} else {
@@ -1326,9 +1327,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
if (dbCamera->sub.mode != 1) {
func_8006376C(3, 0x16,
- ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144)
- ? 7
- : !D_80161144 ? 4 : 3,
+ ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144) ? 7
+ : !D_80161144 ? 4
+ : 3,
D_8012CF30);
sp110 = 'X';
DbCamera_SetTextValue(dbCamera->at.x, &sp111, 6);
@@ -1339,10 +1340,11 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
sp110 = 'Z';
DbCamera_SetTextValue(dbCamera->at.z, &sp111, 6);
func_8006376C(3, 0x19, 2, &sp110);
- func_8006376C(
- 0x1E, 0x16,
- ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7 : D_80161144 ? 4 : 3,
- D_8012CF34);
+ func_8006376C(0x1E, 0x16,
+ ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7
+ : D_80161144 ? 4
+ : 3,
+ D_8012CF34);
sp110 = 'X';
DbCamera_SetTextValue(dbCamera->eye.x, &sp111, 6);
func_8006376C(0x1E, 0x17, 2, &sp110);
@@ -1357,9 +1359,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
OLib_Vec3fDiffToVecSphGeo(&spFC, sp90, sp7C);
spFC.yaw -= cam->playerPosRot.rot.y;
func_8006376C(3, 0x16,
- ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144)
- ? 7
- : !D_80161144 ? 4 : 3,
+ ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144) ? 7
+ : !D_80161144 ? 4
+ : 3,
D_8012CF30);
DbCamera_SetTextValue(spFC.pitch * 0.00549325f, &D_8012D0E4[10], 4);
func_8006376C(3, 0x17, 3, D_8012D0E4);
@@ -1369,10 +1371,11 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
func_8006376C(3, 0x19, 3, D_8012D0D4);
OLib_Vec3fDiffToVecSphGeo(&spFC, sp90, sp80);
spFC.yaw -= cam->playerPosRot.rot.y;
- func_8006376C(
- 0x1E, 0x16,
- ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7 : D_80161144 ? 4 : 3,
- D_8012CF34);
+ func_8006376C(0x1E, 0x16,
+ ((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7
+ : D_80161144 ? 4
+ : 3,
+ D_8012CF34);
DbCamera_SetTextValue(spFC.pitch * 0.00549325f, &D_8012D0E4[10], 4);
func_8006376C(0x1C, 0x17, 3, D_8012D0E4);
DbCamera_SetTextValue(spFC.yaw * 0.00549325f, &D_8012D0F8[10], 4);
diff --git a/src/code/ucode_disas.c b/src/code/ucode_disas.c
index c2ad06f52..b2588cc53 100644
--- a/src/code/ucode_disas.c
+++ b/src/code/ucode_disas.c
@@ -710,11 +710,10 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
Gfillrect setscissor = ptr->fillrect;
const char* modeStr;
- modeStr = (setscissor.pad == G_SC_NON_INTERLACE)
- ? "G_SC_NON_INTERLACE"
- : (setscissor.pad == G_SC_ODD_INTERLACE)
- ? "G_SC_ODD_INTERLACE"
- : (setscissor.pad == G_SC_EVEN_INTERLACE) ? "G_SC_EVEN_INTERLACE" : "???";
+ modeStr = (setscissor.pad == G_SC_NON_INTERLACE) ? "G_SC_NON_INTERLACE"
+ : (setscissor.pad == G_SC_ODD_INTERLACE) ? "G_SC_ODD_INTERLACE"
+ : (setscissor.pad == G_SC_EVEN_INTERLACE) ? "G_SC_EVEN_INTERLACE"
+ : "???";
if ((setscissor.x0frac | setscissor.y0frac | setscissor.x1frac | setscissor.y1frac)) {
if (1) {}
@@ -740,12 +739,15 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
u32 siz = ((curGfx->words.w0 & 0x180000) >> 0x13) & 0xFF;
DISAS_LOG("gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ),",
- (fmt == G_IM_FMT_RGBA)
- ? "RGBA"
- : (fmt == G_IM_FMT_YUV) ? "YUV"
- : (fmt == G_IM_FMT_CI) ? "CI" : (fmt == G_IM_FMT_IA) ? "IA" : "I",
- (siz == G_IM_SIZ_4b) ? "4b"
- : (siz == G_IM_SIZ_8b) ? "8b" : (siz == G_IM_SIZ_16b) ? "16b" : "32b",
+ (fmt == G_IM_FMT_RGBA) ? "RGBA"
+ : (fmt == G_IM_FMT_YUV) ? "YUV"
+ : (fmt == G_IM_FMT_CI) ? "CI"
+ : (fmt == G_IM_FMT_IA) ? "IA"
+ : "I",
+ (siz == G_IM_SIZ_4b) ? "4b"
+ : (siz == G_IM_SIZ_8b) ? "8b"
+ : (siz == G_IM_SIZ_16b) ? "16b"
+ : "32b",
(curGfx->dma.len & 0xFFF) + 1, curGfx->setimg.dram, addr);
if (this->pipeSyncRequired) {
@@ -768,12 +770,15 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
u32 siz = ((curGfx->words.w0 & 0x180000) >> 0x13) & 0xFF;
DISAS_LOG("gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)),",
- (fmt == G_IM_FMT_RGBA)
- ? "RGBA"
- : (fmt == G_IM_FMT_YUV) ? "YUV"
- : (fmt == G_IM_FMT_CI) ? "CI" : (fmt == G_IM_FMT_IA) ? "IA" : "I",
- (siz == G_IM_SIZ_4b) ? "4b"
- : (siz == G_IM_SIZ_8b) ? "8b" : (siz == G_IM_SIZ_16b) ? "16b" : "32b",
+ (fmt == G_IM_FMT_RGBA) ? "RGBA"
+ : (fmt == G_IM_FMT_YUV) ? "YUV"
+ : (fmt == G_IM_FMT_CI) ? "CI"
+ : (fmt == G_IM_FMT_IA) ? "IA"
+ : "I",
+ (siz == G_IM_SIZ_4b) ? "4b"
+ : (siz == G_IM_SIZ_8b) ? "8b"
+ : (siz == G_IM_SIZ_16b) ? "16b"
+ : "32b",
(curGfx->dma.len & 0xFFF) + 1, curGfx->setimg.dram, addr);
} break;
@@ -989,15 +994,11 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
case G_MODIFYVTX: {
DISAS_LOG("gsSPModifyVertex(%d, %s, %08x),", curGfx->dma.par,
- (curGfx->dma.len == G_MWO_POINT_RGBA)
- ? "G_MWO_POINT_RGBA"
- : (curGfx->dma.len == G_MWO_POINT_ST)
- ? "G_MWO_POINT_ST"
- : (curGfx->dma.len == G_MWO_POINT_XYSCREEN)
- ? "G_MWO_POINT_XYSCREEN"
- : (curGfx->dma.len == G_MWO_POINT_ZSCREEN)
- ? "G_MWO_POINT_ZSCREEN"
- : "G_MWO_POINT_????",
+ (curGfx->dma.len == G_MWO_POINT_RGBA) ? "G_MWO_POINT_RGBA"
+ : (curGfx->dma.len == G_MWO_POINT_ST) ? "G_MWO_POINT_ST"
+ : (curGfx->dma.len == G_MWO_POINT_XYSCREEN) ? "G_MWO_POINT_XYSCREEN"
+ : (curGfx->dma.len == G_MWO_POINT_ZSCREEN) ? "G_MWO_POINT_ZSCREEN"
+ : "G_MWO_POINT_????",
curGfx->dma.addr);
this->vtxCnt += curGfx->dma.par;
this->spvtxCnt++;
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 5d5f86f1a..4f23e2c78 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -391,7 +391,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
}
actor = targetCtx->unk_94;
- if ((actor != NULL) && !(actor->flags & 0x8000000)) {
+ if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
NaviColor* naviColor = &sNaviColorList[actor->category];
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x7);
@@ -484,7 +484,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
targetCtx->unk_48 = 0;
}
- lockOnSfxId = ((actorArg->flags & 5) == 5) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN;
+ lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
+ : NA_SE_SY_LOCK_ON_HUMAN;
func_80078884(lockOnSfxId);
}
@@ -762,7 +763,7 @@ s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
void Actor_Kill(Actor* actor) {
actor->draw = NULL;
actor->update = NULL;
- actor->flags &= ~0x1;
+ actor->flags &= ~ACTOR_FLAG_0;
}
void Actor_SetWorldToHome(Actor* actor) {
@@ -999,8 +1000,8 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
hookshot->grabbedDistDiff.x = 0.0f;
hookshot->grabbedDistDiff.y = 0.0f;
hookshot->grabbedDistDiff.z = 0.0f;
- actorB->flags |= 0x2000;
- actorA->flags &= ~0x2000;
+ actorB->flags |= ACTOR_FLAG_13;
+ actorA->flags &= ~ACTOR_FLAG_13;
}
void func_8002DE74(GlobalContext* globalCtx, Player* player) {
@@ -1435,7 +1436,7 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
s16 yawTempAbs = ABS(yawTemp);
if (player->unk_664 != NULL) {
- if ((yawTempAbs > 0x4000) || (actor->flags & 0x8000000)) {
+ if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_27)) {
return FLT_MAX;
} else {
f32 ret =
@@ -1471,7 +1472,7 @@ u32 func_8002F090(Actor* actor, f32 arg1) {
}
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
- if ((actor->update == NULL) || !(actor->flags & 1)) {
+ if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) {
return true;
}
@@ -1493,8 +1494,8 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
}
u32 Actor_ProcessTalkRequest(Actor* actor, GlobalContext* globalCtx) {
- if (actor->flags & 0x100) {
- actor->flags &= ~0x100;
+ if (actor->flags & ACTOR_FLAG_8) {
+ actor->flags &= ~ACTOR_FLAG_8;
return true;
}
@@ -1505,7 +1506,7 @@ s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u3
Player* player = GET_PLAYER(globalCtx);
// This is convoluted but it seems like it must be a single if statement to match
- if ((player->actor.flags & 0x100) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
+ if ((player->actor.flags & ACTOR_FLAG_8) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
(!actor->isTargeted &&
((arg3 < fabsf(actor->yDistToPlayer)) || (player->targetActorDistance < actor->xzDistToPlayer) ||
(arg2 < actor->xzDistToPlayer)))) {
@@ -1708,30 +1709,30 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
void func_8002F8F0(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
- actor->flags |= 0x80000;
- actor->flags &= ~0x10300000;
+ actor->flags |= ACTOR_FLAG_19;
+ actor->flags &= ~(ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
}
void func_8002F91C(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
- actor->flags |= 0x100000;
- actor->flags &= ~0x10280000;
+ actor->flags |= ACTOR_FLAG_20;
+ actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
}
void func_8002F948(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
- actor->flags |= 0x200000;
- actor->flags &= ~0x10180000;
+ actor->flags |= ACTOR_FLAG_21;
+ actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_28);
}
void func_8002F974(Actor* actor, u16 sfxId) {
- actor->flags &= ~0x10380000;
+ actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
actor->sfx = sfxId;
}
void func_8002F994(Actor* actor, s32 arg1) {
- actor->flags |= 0x10000000;
- actor->flags &= ~0x00380000;
+ actor->flags |= ACTOR_FLAG_28;
+ actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21);
if (arg1 < 40) {
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
} else if (arg1 < 100) {
@@ -2029,7 +2030,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
sp80 = &D_80116068[0];
if (player->stateFlags2 & 0x8000000) {
- unkFlag = 0x2000000;
+ unkFlag = ACTOR_FLAG_25;
}
if ((player->stateFlags1 & 0x40) && ((player->actor.textId & 0xFF00) != 0x600)) {
@@ -2076,9 +2077,9 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer);
actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor);
- actor->flags &= ~0x1000000;
+ actor->flags &= ~ACTOR_FLAG_24;
- if ((DECR(actor->freezeTimer) == 0) && (actor->flags & 0x50)) {
+ if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) {
if (actor == player->unk_664) {
actor->isTargeted = true;
} else {
@@ -2160,10 +2161,10 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
- Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & 0x400000) ? NULL : &actor->world.pos);
+ Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & ACTOR_FLAG_22) ? NULL : &actor->world.pos);
Lights_Draw(lights, globalCtx->state.gfxCtx);
- if (actor->flags & 0x1000) {
+ if (actor->flags & ACTOR_FLAG_12) {
func_800D1694(actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x,
actor->world.pos.y +
(f32)((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
@@ -2217,13 +2218,13 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
}
void func_80030ED8(Actor* actor) {
- if (actor->flags & 0x80000) {
+ if (actor->flags & ACTOR_FLAG_19) {
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
- } else if (actor->flags & 0x100000) {
+ } else if (actor->flags & ACTOR_FLAG_20) {
func_80078884(actor->sfx);
- } else if (actor->flags & 0x200000) {
+ } else if (actor->flags & ACTOR_FLAG_21) {
func_800788CC(actor->sfx);
- } else if (actor->flags & 0x10000000) {
+ } else if (actor->flags & ACTOR_FLAG_28) {
func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
} else {
func_80078914(&actor->projectedPos, actor->sfx);
@@ -2372,17 +2373,17 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) {
if (func_800314B0(globalCtx, actor)) {
- actor->flags |= 0x40;
+ actor->flags |= ACTOR_FLAG_6;
} else {
- actor->flags &= ~0x40;
+ actor->flags &= ~ACTOR_FLAG_6;
}
}
actor->isDrawn = false;
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
- if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & 0x60)) {
- if ((actor->flags & 0x80) &&
+ if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
+ if ((actor->flags & ACTOR_FLAG_7) &&
((globalCtx->roomCtx.curRoom.showInvisActors == 0) || (globalCtx->actorCtx.unk_03 != 0) ||
(actor->room != globalCtx->roomCtx.curRoom.num))) {
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
@@ -2889,11 +2890,11 @@ void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* pla
sp84 = player->unk_664;
while (actor != NULL) {
- if ((actor->update != NULL) && ((Player*)actor != player) && ((actor->flags & 1) == 1)) {
+ if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
// This block below is for determining the closest actor to player in determining the volume
// used while playing enemy bgm music
- if ((actorCategory == ACTORCAT_ENEMY) && ((actor->flags & 5) == 5) &&
+ if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) &&
(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
sbgmEnemyDistSq = actor->xyzDistToPlayerSq;
@@ -3845,10 +3846,10 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
}
if (arg3 < var) {
- actor->flags &= ~1;
+ actor->flags &= ~ACTOR_FLAG_0;
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
} else {
- actor->flags |= 1;
+ actor->flags |= ACTOR_FLAG_0;
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
}
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index 5904c4733..041d0f9e7 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -1690,9 +1690,9 @@ s32 Camera_Normal2(Camera* camera) {
anim->unk_20 = BGCAM_ROT(bgData).x;
anim->unk_22 = BGCAM_ROT(bgData).y;
anim->unk_24 = playerPosRot->pos.y;
- anim->unk_1C = BGCAM_FOV(bgData) == -1
- ? norm2->unk_14
- : BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData)) : BGCAM_FOV(bgData);
+ anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
+ : BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
+ : BGCAM_FOV(bgData);
anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
@@ -2923,7 +2923,9 @@ s32 Camera_Battle1(Camera* camera) {
}
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
camera->roll = DEGF_TO_BINANG(anim->roll);
- camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) *
+ camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
+ : gSaveContext.health <= 0x10 ? 0.8f
+ : 1.0f) *
(fov - ((fov * 0.05f) * distRatio)),
camera->fov, camera->fovUpdateRate, 1.0f);
}
diff --git a/src/code/z_debug.c b/src/code/z_debug.c
index 2949f0ef9..8b2a6fe93 100644
--- a/src/code/z_debug.c
+++ b/src/code/z_debug.c
@@ -151,19 +151,15 @@ void func_8006390C(Input* input) {
gGameInfo->dpadLast = dpad;
}
- increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT)
- ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
- ? 1000
- : CHECK_BTN_ALL(input->cur.button, BTN_A)
- ? 100
- : CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10 : 1)
- : CHECK_BTN_ANY(dpad, BTN_DLEFT)
- ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
- ? -1000
- : CHECK_BTN_ALL(input->cur.button, BTN_A)
- ? -100
- : CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10 : -1)
- : 0;
+ increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? 1000
+ : CHECK_BTN_ALL(input->cur.button, BTN_A) ? 100
+ : CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10
+ : 1)
+ : CHECK_BTN_ANY(dpad, BTN_DLEFT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? -1000
+ : CHECK_BTN_ALL(input->cur.button, BTN_A) ? -100
+ : CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10
+ : -1)
+ : 0;
gGameInfo->data[gGameInfo->regCur + regGroup] += increment;
if (CHECK_BTN_ANY(dpad, BTN_DUP)) {
diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c
index fd3edc86e..91f21648a 100644
--- a/src/code/z_en_a_keep.c
+++ b/src/code/z_en_a_keep.c
@@ -2,7 +2,7 @@
#include "vt.h"
#include "objects/gameplay_keep/gameplay_keep.h"
-#define FLAGS 0x00000010
+#define FLAGS ACTOR_FLAG_4
void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx);
void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx);
@@ -140,7 +140,7 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
break;
case A_OBJ_UNKNOWN_6:
// clang-format off
- thisx->flags |= 0x1; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
+ thisx->flags |= ACTOR_FLAG_0; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
// clang-format on
thisx->gravity = -2.0f;
EnAObj_SetupWaitTalk(this, thisx->params);
@@ -154,7 +154,7 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
case A_OBJ_SIGNPOST_ARROW:
thisx->textId = (this->textId & 0xFF) | 0x300;
// clang-format off
- thisx->flags |= 0x1 | 0x8; thisx->targetArrowOffset = 500.0f;
+ thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; thisx->targetArrowOffset = 500.0f;
// clang-format on
this->focusYoffset = 45.0f;
EnAObj_SetupWaitTalk(this, thisx->params);
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c
index ef85217cd..794a62659 100644
--- a/src/code/z_en_item00.c
+++ b/src/code/z_en_item00.c
@@ -3,7 +3,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
-#define FLAGS 0x00000000
+#define FLAGS 0
void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx);
void EnItem00_Destroy(Actor* thisx, GlobalContext* globalCtx);
@@ -1166,7 +1166,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 pa
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
spawnedActor->actor.room = -1;
}
- spawnedActor->actor.flags |= 0x0010;
+ spawnedActor->actor.flags |= ACTOR_FLAG_4;
}
}
}
@@ -1198,7 +1198,7 @@ EnItem00* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 p
spawnedActor->actor.speedXZ = 0.0f;
spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f;
spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
- spawnedActor->actor.flags |= 0x0010;
+ spawnedActor->actor.flags |= ACTOR_FLAG_4;
}
}
}
@@ -1310,7 +1310,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f);
EnItem00_SetupAction(spawnedActor, func_8001E304);
- spawnedActor->actor.flags |= 0x0010;
+ spawnedActor->actor.flags |= ACTOR_FLAG_4;
if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c
index 3f4e11be5..0663dc6ae 100644
--- a/src/code/z_player_call.c
+++ b/src/code/z_player_call.c
@@ -1,6 +1,6 @@
#include "global.h"
-#define FLAGS 0x06000035
+#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26)
void (*sPlayerCallInitFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallDestroyFunc)(Actor* thisx, GlobalContext* globalCtx);
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 50667d026..7392222b8 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -1253,7 +1253,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
- if (hookedActor->flags & 0x20000) {
+ if (hookedActor->flags & ACTOR_FLAG_17) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;