Use PlayState instead of GlobalContext (#1927)

* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState

* Find and replace Gameplay_ with Play_

* Correct some misnamed argument cases
This commit is contained in:
Garrett Cox
2022-11-06 02:24:34 -06:00
committed by GitHub
parent 710a768d76
commit 99260acaf1
926 changed files with 41210 additions and 41210 deletions

View File

@@ -14,7 +14,7 @@ s32 func_8006CFC0(s32 scene) {
return 0;
}
void func_8006D074(GlobalContext* globalCtx) {
void func_8006D074(PlayState* play) {
gSaveContext.horseData.scene = SCENE_SPOT00;
gSaveContext.horseData.pos.x = -1840;
gSaveContext.horseData.pos.y = 72;
@@ -22,7 +22,7 @@ void func_8006D074(GlobalContext* globalCtx) {
gSaveContext.horseData.angle = -27353;
}
void func_8006D0AC(GlobalContext* globalCtx) {
void func_8006D0AC(PlayState* play) {
if (gSaveContext.horseData.scene == SCENE_SPOT06) {
gSaveContext.horseData.scene = SCENE_SPOT06;
gSaveContext.horseData.pos.x = -2065;
@@ -39,7 +39,7 @@ typedef struct {
/* 0x0A */ s16 type;
} HorseSpawn;
void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
void func_8006D0EC(PlayState* play, Player* player) {
s32 i;
HorseSpawn horseSpawns[] = {
{ SCENE_SPOT00, -460, 100, 6640, 0, 2 }, { SCENE_SPOT06, -1929, -1025, 768, 0, 2 },
@@ -48,30 +48,30 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
};
if ((AREG(6) != 0) && (Flags_GetEventChkInf(0x18) || (DREG(1) != 0))) {
player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, player->actor.world.pos.x,
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x,
player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
ASSERT(player->rideActor != NULL);
Actor_MountHorse(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
gSaveContext.horseData.scene = globalCtx->sceneNum;
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
gSaveContext.horseData.scene = play->sceneNum;
if (globalCtx->sceneNum == SCENE_SPOT12) {
if (play->sceneNum == SCENE_SPOT12) {
player->rideActor->room = -1;
}
} else if ((globalCtx->sceneNum == SCENE_SPOT12) && (gSaveContext.minigameState == 3)) {
} else if ((play->sceneNum == SCENE_SPOT12) && (gSaveContext.minigameState == 3)) {
Actor* horseActor;
gSaveContext.minigameState = 0;
horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1);
horseActor->room = -1;
} else if ((gSaveContext.entranceIndex == 1230) && (gSaveContext.eventChkInf[1] & 0x100)) {
Actor* horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
ASSERT(horseActor != NULL);
} else if ((globalCtx->sceneNum == gSaveContext.horseData.scene) &&
} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
(((Flags_GetEventChkInf(0x18) != 0) && (!gSaveContext.n64ddFlag ||
(gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_SONG_EPONA) &&
(INV_CONTENT(ITEM_OCARINA_FAIRY) != ITEM_NONE)))) || DREG(1) != 0)) {
@@ -80,11 +80,11 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
DREG(1));
if (func_8006CFC0(gSaveContext.horseData.scene)) {
Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
gSaveContext.horseData.pos.x, gSaveContext.horseData.pos.y,
gSaveContext.horseData.pos.z, 0, gSaveContext.horseData.angle, 0, 1);
ASSERT(horseActor != NULL);
if (globalCtx->sceneNum == SCENE_SPOT12) {
if (play->sceneNum == SCENE_SPOT12) {
horseActor->room = -1;
}
} else {
@@ -92,21 +92,21 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
// "Horse_SetNormal():%d set spot is no good."
osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
osSyncPrintf(VT_RST);
func_8006D074(globalCtx);
func_8006D074(play);
}
} else if ((globalCtx->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(0x18) && (DREG(1) == 0)) {
} else if ((play->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(0x18) && (DREG(1) == 0)) {
Actor* horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
ASSERT(horseActor != NULL);
} else if (Flags_GetEventChkInf(0x18) || (DREG(1) != 0)) {
for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
HorseSpawn* horseSpawn = &horseSpawns[i];
if (horseSpawn->scene == globalCtx->sceneNum) {
if (horseSpawn->scene == play->sceneNum) {
Actor* horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
ASSERT(horseActor != NULL);
if (globalCtx->sceneNum == SCENE_SPOT12) {
if (play->sceneNum == SCENE_SPOT12) {
horseActor->room = -1;
}
@@ -114,8 +114,8 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
}
}
} else if (!Flags_GetEventChkInf(0x18)) {
if ((DREG(1) == 0) && (globalCtx->sceneNum == SCENE_SOUKO) && !IS_DAY) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1);
if ((DREG(1) == 0) && (play->sceneNum == SCENE_SOUKO) && !IS_DAY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1);
}
}
}
@@ -128,7 +128,7 @@ typedef struct {
/* 0x10 */ s16 type;
} struct_8011F9B8;
void func_8006D684(GlobalContext* globalCtx, Player* player) {
void func_8006D684(PlayState* play, Player* player) {
s32 pad;
s32 i;
Vec3s spawnPos;
@@ -153,24 +153,24 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
spawnPos = spawnPositions[3];
}
player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y,
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y,
spawnPos.z, 0, player->actor.world.rot.y, 0, 7);
ASSERT(player->rideActor != NULL);
Actor_MountHorse(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
gSaveContext.horseData.scene = globalCtx->sceneNum;
} else if ((globalCtx->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
gSaveContext.horseData.scene = play->sceneNum;
} else if ((play->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
(Flags_GetEventChkInf(0x18) == 0) && (DREG(1) == 0)) {
player->rideActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
ASSERT(player->rideActor != NULL);
Actor_MountHorse(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
gSaveContext.horseData.scene = globalCtx->sceneNum;
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
gSaveContext.horseData.scene = play->sceneNum;
if (globalCtx->sceneNum == SCENE_SPOT12) {
if (play->sceneNum == SCENE_SPOT12) {
player->rideActor->room = -1;
}
} else {
@@ -182,22 +182,22 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
};
for (i = 0; i < ARRAY_COUNT(D_8011F9B8); i++) {
if ((globalCtx->sceneNum == D_8011F9B8[i].scene) &&
if ((play->sceneNum == D_8011F9B8[i].scene) &&
(((void)0, gSaveContext.cutsceneIndex) == D_8011F9B8[i].cutsceneIndex)) {
if (D_8011F9B8[i].type == 7) {
if ((globalCtx->sceneNum == 99) && (((void)0, gSaveContext.cutsceneIndex) == 0xFFF1)) {
if ((play->sceneNum == 99) && (((void)0, gSaveContext.cutsceneIndex) == 0xFFF1)) {
D_8011F9B8[i].pos.x = player->actor.world.pos.x;
D_8011F9B8[i].pos.y = player->actor.world.pos.y;
D_8011F9B8[i].pos.z = player->actor.world.pos.z;
}
player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
player->actor.world.rot.y, 0, D_8011F9B8[i].type);
ASSERT(player->rideActor != NULL);
Actor_MountHorse(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
} else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) {
Vec3f sp54;
s32 temp = 0;
@@ -206,7 +206,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
temp = 0x8000;
}
player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp);
ASSERT(player->rideActor != NULL);
@@ -217,16 +217,16 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
player->actor.shape.rot.x = player->actor.shape.rot.z = 0;
player->actor.shape.rot.y = D_8011F9B8[i].angle;
Actor_MountHorse(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
sp54.x = player->actor.world.pos.x - 200.0f;
sp54.y = player->actor.world.pos.y + 100.0f;
sp54.z = player->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamera, &player->actor.world.pos, &sp54);
Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54);
} else {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x,
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x,
D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0,
D_8011F9B8[i].type);
}
@@ -236,26 +236,26 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
}
}
void func_8006DC68(GlobalContext* globalCtx, Player* player) {
void func_8006DC68(PlayState* play, Player* player) {
if (LINK_IS_ADULT) {
if (!func_8006CFC0(gSaveContext.horseData.scene)) {
osSyncPrintf(VT_COL(RED, WHITE));
// "Horse_Set_Check():%d set spot is no good."
osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
osSyncPrintf(VT_RST);
func_8006D074(globalCtx);
func_8006D074(play);
}
if (func_8006CFC0(globalCtx->sceneNum)) {
if (func_8006CFC0(play->sceneNum)) {
if ((gSaveContext.sceneSetupIndex > 3) ||
((gSaveContext.entranceIndex == 0x028A || gSaveContext.entranceIndex == 0x028E ||
gSaveContext.entranceIndex == 0x0292 || gSaveContext.entranceIndex == 0x0476) &&
(gSaveContext.respawnFlag == 0)) ||
((globalCtx->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
((play->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
!Flags_GetEventChkInf(0x18) && (DREG(1) == 0))) {
func_8006D684(globalCtx, player);
func_8006D684(play, player);
} else {
func_8006D0EC(globalCtx, player);
func_8006D0EC(play, player);
}
}
}