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Doc dodongo's cavern stuff (#1019)
* Document `func_80033480` more * More doc in `BgDdanKd` * WIP Document BgDodoago The dodongo skull light-eyes-with-bomb puzzle Some TODOs, jank/legacy code which I'm unsure if it achieves something significant * Finish documenting BgDodoago * `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives` * Run formatter * `dlistBuffer` -> `displayListHead`
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8 changed files with 178 additions and 149 deletions
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@ -20,7 +20,7 @@
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<!-- Dodongo's Cavern DisplayLists -->
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<DList Name="gDodongoDoorDL" Offset="0xC0"/>
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<DList Name="gDodongoBarsDL" Offset="0x1F0"/>
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<DList Name="gDodongoLowerJarDL" Offset="0x1350"/>
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<DList Name="gDodongoLowerJawDL" Offset="0x1350"/>
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<DList Name="gDodongoRisingPlatformDL" Offset="0x37B8"/>
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<DList Name="gDodongoFallingStairsDL" Offset="0x48A8"/>
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@ -478,7 +478,8 @@ void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s3
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s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, GlobalContext* globalCtx, s16 type);
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void Actor_SpawnFloorDustRing(GlobalContext* globalCtx, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne,
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f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting);
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void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s16 arg4, s16 arg5, u8 arg6);
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void func_80033480(GlobalContext* globalCtx, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase,
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s16 scaleStep, u8 arg6);
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Actor* Actor_GetCollidedExplosive(GlobalContext* globalCtx, Collider* collider);
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Actor* func_80033684(GlobalContext* globalCtx, Actor* explosiveActor);
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Actor* Actor_GetProjectileActor(GlobalContext* globalCtx, Actor* refActor, f32 radius);
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@ -499,8 +500,8 @@ void func_8003424C(GlobalContext* globalCtx, Vec3f* arg1);
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void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration);
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Hilite* func_800342EC(Vec3f* object, GlobalContext* globalCtx);
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Hilite* func_8003435C(Vec3f* object, GlobalContext* globalCtx);
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s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 interactRange, u16 (*unkFunc1)(GlobalContext*, Actor*),
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s16 (*unkFunc2)(GlobalContext*, Actor*));
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s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 interactRange,
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u16 (*unkFunc1)(GlobalContext*, Actor*), s16 (*unkFunc2)(GlobalContext*, Actor*));
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s16 func_800347E8(s16 arg0);
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void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3);
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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@ -931,7 +931,7 @@ typedef struct {
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/* 0x38 */ DmaRequest dmaRequest;
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/* 0x58 */ OSMesgQueue loadQueue;
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/* 0x70 */ OSMesg loadMsg;
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/* 0x74 */ s16 unk_74[2];
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/* 0x74 */ s16 unk_74[2]; // context-specific data used by the current scene draw config
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} RoomContext; // size = 0x78
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typedef struct {
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@ -3159,7 +3159,8 @@ void Actor_SpawnFloorDustRing(GlobalContext* globalCtx, Actor* actor, Vec3f* pos
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}
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}
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void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s16 arg4, s16 scaleStep, u8 arg6) {
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void func_80033480(GlobalContext* globalCtx, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase,
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s16 scaleStep, u8 arg6) {
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Vec3f pos;
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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Vec3f accel = { 0.0f, 0.3f, 0.0f };
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@ -3167,12 +3168,12 @@ void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s1
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u32 var2;
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s32 i;
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for (i = arg3; i >= 0; i--) {
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pos.x = arg1->x + ((Rand_ZeroOne() - 0.5f) * arg2);
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pos.y = arg1->y + ((Rand_ZeroOne() - 0.5f) * arg2);
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pos.z = arg1->z + ((Rand_ZeroOne() - 0.5f) * arg2);
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for (i = amountMinusOne; i >= 0; i--) {
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pos.x = posBase->x + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
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pos.y = posBase->y + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
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pos.z = posBase->z + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
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scale = (s16)((Rand_ZeroOne() * arg4) * 0.2f) + arg4;
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scale = (s16)((Rand_ZeroOne() * scaleBase) * 0.2f) + scaleBase;
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var2 = arg6;
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if (var2 != 0) {
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@ -21,6 +21,8 @@
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#include "scenes/indoors/miharigoya/miharigoya_scene.h"
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#include "scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
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#include "overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h"
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#define ENTRANCE(scene, spawn, continueBgm, displayTitleCard, fadeIn, fadeOut) \
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{ \
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scene, spawn, \
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@ -1025,11 +1027,11 @@ void* sDCLavaFloorTextures[] = {
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gDCLavaFloor5Tex, gDCLavaFloor6Tex, gDCLavaFloor7Tex, gDCLavaFloor8Tex,
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};
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// Scene Draw Config 20
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// Scene Draw Config 20 - Dodongo's Cavern
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void func_80099878(GlobalContext* globalCtx) {
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u32 gameplayFrames;
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s32 pad;
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Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 6 * sizeof(Gfx));
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Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Gfx[3]));
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4905);
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@ -1053,11 +1055,12 @@ void func_80099878(GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x0B, displayListHead);
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gDPPipeSync(displayListHead++);
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gDPSetEnvColor(displayListHead++, 255, 255, 255, globalCtx->roomCtx.unk_74[0]);
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gDPSetEnvColor(displayListHead++, 255, 255, 255, globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT]);
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gSPEndDisplayList(displayListHead++);
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gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
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gDPPipeSync(displayListHead++);
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gDPSetEnvColor(displayListHead++, 255, 255, 255, globalCtx->roomCtx.unk_74[1]);
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gDPSetEnvColor(displayListHead++, 255, 255, 255, globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT]);
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gSPEndDisplayList(displayListHead);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4956);
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@ -16,7 +16,7 @@ void BgDdanKd_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgDdanKd_CheckForExplosions(BgDdanKd* this, GlobalContext* globalCtx);
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void BgDdanKd_LowerStairs(BgDdanKd* this, GlobalContext* globalCtx);
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void func_80871838(BgDdanKd* this, GlobalContext* globalCtx);
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void BgDdanKd_DoNothing(BgDdanKd* this, GlobalContext* globalCtx);
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const ActorInit Bg_Ddan_Kd_InitVars = {
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ACTOR_BG_DDAN_KD,
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@ -76,11 +76,11 @@ void BgDdanKd_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params) == 0) {
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if (!Flags_GetSwitch(globalCtx, this->dyna.actor.params)) {
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BgDdanKd_SetupAction(this, BgDdanKd_CheckForExplosions);
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} else {
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 200.0f - 20.0f;
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BgDdanKd_SetupAction(this, func_80871838);
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BgDdanKd_SetupAction(this, BgDdanKd_DoNothing);
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}
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}
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@ -99,13 +99,14 @@ void BgDdanKd_CheckForExplosions(BgDdanKd* this, GlobalContext* globalCtx) {
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osSyncPrintf("dam %d\n", this->dyna.actor.colChkInfo.damage);
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explosive->params = 2;
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}
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if ((explosive != NULL) && (this->prevExplosive != NULL) && (explosive != this->prevExplosive) &&
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(Math_Vec3f_DistXZ(&this->prevExplosivePos, &explosive->world.pos) > 80.0f)) {
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BgDdanKd_SetupAction(this, BgDdanKd_LowerStairs);
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OnePointCutscene_Init(globalCtx, 3050, 999, &this->dyna.actor, MAIN_CAM);
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} else {
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if (this->timer != 0) {
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this->timer -= 1;
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this->timer--;
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} else {
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this->prevExplosive = explosive;
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if (explosive != NULL) {
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@ -119,61 +120,62 @@ void BgDdanKd_CheckForExplosions(BgDdanKd* this, GlobalContext* globalCtx) {
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}
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void BgDdanKd_LowerStairs(BgDdanKd* this, GlobalContext* globalCtx) {
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static Vec3f D_808718FC = { 0.0f, 5.0f, 0.0f };
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static Vec3f D_80871908 = { 0.0f, -0.45f, 0.0f };
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Vec3f sp5C;
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Vec3f sp50;
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f32 sp4C;
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static Vec3f velocity = { 0.0f, 5.0f, 0.0f };
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static Vec3f accel = { 0.0f, -0.45f, 0.0f };
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Vec3f pos1;
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Vec3f pos2;
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f32 effectStrength;
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 4.0f, 0.5f, 0.025f, 0.0f);
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func_800AA000(500.0f, 0x78, 0x14, 0xA);
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if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, (this->dyna.actor.home.pos.y - 200.0f) - 20.0f, 0.075f,
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if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 200.0f - 20.0f, 0.075f,
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this->dyna.actor.speedXZ, 0.0075f) == 0.0f) {
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Flags_SetSwitch(globalCtx, this->dyna.actor.params);
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BgDdanKd_SetupAction(this, func_80871838);
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BgDdanKd_SetupAction(this, BgDdanKd_DoNothing);
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} else {
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sp4C = (this->dyna.actor.prevPos.y - this->dyna.actor.world.pos.y) + (this->dyna.actor.speedXZ * 0.25f);
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effectStrength =
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(this->dyna.actor.prevPos.y - this->dyna.actor.world.pos.y) + (this->dyna.actor.speedXZ * 0.25f);
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if (globalCtx->state.frames & 1) {
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sp5C = sp50 = this->dyna.actor.world.pos;
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pos1 = pos2 = this->dyna.actor.world.pos;
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if (globalCtx->state.frames & 2) {
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sp5C.z += 210.0f + Rand_ZeroOne() * 230.0f;
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sp50.z += 210.0f + Rand_ZeroOne() * 230.0f;
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pos1.z += 210.0f + Rand_ZeroOne() * 230.0f;
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pos2.z += 210.0f + Rand_ZeroOne() * 230.0f;
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} else {
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sp5C.z += 330.0f + Rand_ZeroOne() * 240.0f;
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sp50.z += 330.0f + Rand_ZeroOne() * 240.0f;
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pos1.z += 330.0f + Rand_ZeroOne() * 240.0f;
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pos2.z += 330.0f + Rand_ZeroOne() * 240.0f;
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}
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sp5C.x += 80.0f + Rand_ZeroOne() * 10.0f;
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sp50.x -= 80.0f + Rand_ZeroOne() * 10.0f;
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sp5C.y = this->dyna.actor.floorHeight + 20.0f + Rand_ZeroOne();
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sp50.y = this->dyna.actor.floorHeight + 20.0f + Rand_ZeroOne();
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pos1.x += 80.0f + Rand_ZeroOne() * 10.0f;
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pos2.x -= 80.0f + Rand_ZeroOne() * 10.0f;
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pos1.y = this->dyna.actor.floorHeight + 20.0f + Rand_ZeroOne();
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pos2.y = this->dyna.actor.floorHeight + 20.0f + Rand_ZeroOne();
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func_80033480(globalCtx, &sp5C, 20.0f, 1, sp4C * 135.0f, 60, 1);
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func_80033480(globalCtx, &sp50, 20.0f, 1, sp4C * 135.0f, 60, 1);
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func_80033480(globalCtx, &pos1, 20.0f, 1, effectStrength * 135.0f, 60, 1);
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func_80033480(globalCtx, &pos2, 20.0f, 1, effectStrength * 135.0f, 60, 1);
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D_808718FC.x = Rand_CenteredFloat(3.0f);
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D_808718FC.z = Rand_CenteredFloat(3.0f);
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velocity.x = Rand_CenteredFloat(3.0f);
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velocity.z = Rand_CenteredFloat(3.0f);
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func_8003555C(globalCtx, &sp5C, &D_808718FC, &D_80871908);
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func_8003555C(globalCtx, &sp50, &D_808718FC, &D_80871908);
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func_8003555C(globalCtx, &pos1, &velocity, &accel);
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func_8003555C(globalCtx, &pos2, &velocity, &accel);
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sp5C = this->dyna.actor.world.pos;
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sp5C.z += 560.0f + Rand_ZeroOne() * 5.0f;
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sp5C.x += (Rand_ZeroOne() - 0.5f) * 160.0f;
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sp5C.y = Rand_ZeroOne() * 3.0f + (this->dyna.actor.floorHeight + 20.0f);
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pos1 = this->dyna.actor.world.pos;
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pos1.z += 560.0f + Rand_ZeroOne() * 5.0f;
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pos1.x += (Rand_ZeroOne() - 0.5f) * 160.0f;
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pos1.y = Rand_ZeroOne() * 3.0f + (this->dyna.actor.floorHeight + 20.0f);
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func_80033480(globalCtx, &sp5C, 20.0f, 1, sp4C * 135.0f, 60, 1);
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func_8003555C(globalCtx, &sp5C, &D_808718FC, &D_80871908);
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func_80033480(globalCtx, &pos1, 20.0f, 1, effectStrength * 135.0f, 60, 1);
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func_8003555C(globalCtx, &pos1, &velocity, &accel);
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}
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Camera_AddQuake(&globalCtx->mainCamera, 0, sp4C * 0.6f, 3);
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Camera_AddQuake(&globalCtx->mainCamera, 0, effectStrength * 0.6f, 3);
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Audio_PlaySoundGeneral(NA_SE_EV_PILLAR_SINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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}
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}
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void func_80871838(BgDdanKd* this, GlobalContext* globalCtx) {
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void BgDdanKd_DoNothing(BgDdanKd* this, GlobalContext* globalCtx) {
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}
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void BgDdanKd_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -15,10 +15,10 @@ void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgDodoago_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80871CF4(BgDodoago* this, GlobalContext* globalCtx);
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void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx);
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void BgDodoago_WaitExplosives(BgDodoago* this, GlobalContext* globalCtx);
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void BgDodoago_OpenJaw(BgDodoago* this, GlobalContext* globalCtx);
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void BgDodoago_DoNothing(BgDodoago* this, GlobalContext* globalCtx);
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void func_80872288(BgDodoago* this, GlobalContext* globalCtx);
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void BgDodoago_LightOneEye(BgDodoago* this, GlobalContext* globalCtx);
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const ActorInit Bg_Dodoago_InitVars = {
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ACTOR_BG_DODOAGO,
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(ActorFunc)BgDodoago_Draw,
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};
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static ColliderCylinderInit sColCylinderInit0 = {
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static ColliderCylinderInit sColCylinderInitMain = {
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{
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COLTYPE_NONE,
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AT_NONE,
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@ -52,7 +52,7 @@ static ColliderCylinderInit sColCylinderInit0 = {
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{ 80, 30, 80, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sColCylinderInit1 = {
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static ColliderCylinderInit sColCylinderInitLeftRight = {
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{
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COLTYPE_NONE,
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AT_NONE,
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{ 50, 60, 280, { 0, 0, 0 } },
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};
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static s16 sHasParent = false;
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static s16 sFirstExplosiveFlag = false;
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static u8 sDisableBombCatcher;
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static u8 sUnused[90]; // unknown length
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static s32 sTimer;
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void BgDodoago_SetupAction(BgDodoago* this, BgDodoagoActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void BgDodoago_SpawnSparkles(Vec3f* vec, GlobalContext* globalCtx) {
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void BgDodoago_SpawnSparkles(Vec3f* meanPos, GlobalContext* globalCtx) {
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Vec3f pos;
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Color_RGBA8 primColor = { 100, 100, 100, 0 };
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Color_RGBA8 envColor = { 40, 40, 40, 0 };
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@ -87,9 +93,9 @@ void BgDodoago_SpawnSparkles(Vec3f* vec, GlobalContext* globalCtx) {
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s32 i;
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for (i = 4; i > 0; i--) {
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pos.x = Rand_CenteredFloat(20.0f) + vec->x;
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pos.y = Rand_CenteredFloat(10.0f) + vec->y;
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pos.z = Rand_CenteredFloat(20.0f) + vec->z;
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pos.x = Rand_CenteredFloat(20.0f) + meanPos->x;
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pos.y = Rand_CenteredFloat(10.0f) + meanPos->y;
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pos.z = Rand_CenteredFloat(20.0f) + meanPos->z;
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EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &velocity, &acceleration, &primColor, &envColor);
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}
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}
|
||||
|
@ -101,10 +107,6 @@ static InitChainEntry sInitChain[] = {
|
|||
ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
static u8 D_808727C0[100];
|
||||
|
||||
static s32 D_80872824;
|
||||
|
||||
void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
BgDodoago* this = (BgDodoago*)thisx;
|
||||
s32 pad;
|
||||
|
@ -116,82 +118,89 @@ void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
|
||||
|
||||
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params & 0x3F))) {
|
||||
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
|
||||
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
|
||||
this->dyna.actor.shape.rot.x = 0x1333;
|
||||
globalCtx->roomCtx.unk_74[0] = globalCtx->roomCtx.unk_74[1] = 0xFF;
|
||||
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] = globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] = 255;
|
||||
return;
|
||||
}
|
||||
|
||||
Collider_InitCylinder(globalCtx, &this->colliders[0]);
|
||||
Collider_InitCylinder(globalCtx, &this->colliders[1]);
|
||||
Collider_InitCylinder(globalCtx, &this->colliders[2]);
|
||||
Collider_SetCylinder(globalCtx, &this->colliders[0], &this->dyna.actor, &sColCylinderInit0);
|
||||
Collider_SetCylinder(globalCtx, &this->colliders[1], &this->dyna.actor, &sColCylinderInit1);
|
||||
Collider_SetCylinder(globalCtx, &this->colliders[2], &this->dyna.actor, &sColCylinderInit1);
|
||||
BgDodoago_SetupAction(this, func_80871CF4);
|
||||
D_808727C0[0] = 0;
|
||||
Collider_InitCylinder(globalCtx, &this->colliderMain);
|
||||
Collider_InitCylinder(globalCtx, &this->colliderLeft);
|
||||
Collider_InitCylinder(globalCtx, &this->colliderRight);
|
||||
Collider_SetCylinder(globalCtx, &this->colliderMain, &this->dyna.actor, &sColCylinderInitMain);
|
||||
Collider_SetCylinder(globalCtx, &this->colliderLeft, &this->dyna.actor, &sColCylinderInitLeftRight);
|
||||
Collider_SetCylinder(globalCtx, &this->colliderRight, &this->dyna.actor, &sColCylinderInitLeftRight);
|
||||
|
||||
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
|
||||
sDisableBombCatcher = false;
|
||||
}
|
||||
|
||||
void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
BgDodoago* this = (BgDodoago*)thisx;
|
||||
|
||||
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliders[0]);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliders[1]);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliders[2]);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliderMain);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliderLeft);
|
||||
Collider_DestroyCylinder(globalCtx, &this->colliderRight);
|
||||
}
|
||||
|
||||
void func_80871CF4(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
Actor* explosive = Actor_GetCollidedExplosive(globalCtx, &this->colliders[0].base);
|
||||
void BgDodoago_WaitExplosives(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
Actor* explosive = Actor_GetCollidedExplosive(globalCtx, &this->colliderMain.base);
|
||||
|
||||
if (explosive != NULL) {
|
||||
this->unk_164 =
|
||||
(Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &explosive->world.pos) >= this->dyna.actor.shape.rot.y) ? 1
|
||||
: 0;
|
||||
this->state =
|
||||
(Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &explosive->world.pos) >= this->dyna.actor.shape.rot.y)
|
||||
? BGDODOAGO_EYE_RIGHT
|
||||
: BGDODOAGO_EYE_LEFT;
|
||||
|
||||
if (((globalCtx->roomCtx.unk_74[0] == 0xFF) && (this->unk_164 == 1)) ||
|
||||
((globalCtx->roomCtx.unk_74[1] == 0xFF) && (this->unk_164 == 0))) {
|
||||
Flags_SetSwitch(globalCtx, (this->dyna.actor.params & 0x3F));
|
||||
this->unk_164 = 0;
|
||||
if (((globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
|
||||
((globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
|
||||
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
|
||||
this->state = 0;
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
BgDodoago_SetupAction(this, func_80871FB8);
|
||||
BgDodoago_SetupAction(this, BgDodoago_OpenJaw);
|
||||
OnePointCutscene_Init(globalCtx, 3380, 160, &this->dyna.actor, MAIN_CAM);
|
||||
} else if (globalCtx->roomCtx.unk_74[this->unk_164] == 0) {
|
||||
} else if (globalCtx->roomCtx.unk_74[this->state] == 0) {
|
||||
OnePointCutscene_Init(globalCtx, 3065, 40, &this->dyna.actor, MAIN_CAM);
|
||||
BgDodoago_SetupAction(this, func_80872288);
|
||||
BgDodoago_SetupAction(this, BgDodoago_LightOneEye);
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
} else {
|
||||
OnePointCutscene_Init(globalCtx, 3065, 20, &this->dyna.actor, MAIN_CAM);
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
D_80872824 += 0x1E;
|
||||
sTimer += 30;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!sHasParent) {
|
||||
// the flag is never set back to false, so this only runs once
|
||||
if (!sFirstExplosiveFlag) {
|
||||
// this disables the bomb catcher (see BgDodoago_Update) for a few seconds
|
||||
this->dyna.actor.parent = explosive;
|
||||
sHasParent = true;
|
||||
D_80872824 = 0x32;
|
||||
sFirstExplosiveFlag = true;
|
||||
sTimer = 50;
|
||||
}
|
||||
} else if (Flags_GetEventChkInf(0xB0)) {
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[0]);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[1]);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliders[2]);
|
||||
this->colliders[0].dim.pos.z += 200;
|
||||
this->colliders[1].dim.pos.z += 215;
|
||||
this->colliders[1].dim.pos.x += 90;
|
||||
this->colliders[2].dim.pos.z += 215;
|
||||
this->colliders[2].dim.pos.x -= 90;
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderMain);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderLeft);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderRight);
|
||||
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliders[0].base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[2].base);
|
||||
this->colliderMain.dim.pos.z += 200;
|
||||
|
||||
this->colliderLeft.dim.pos.z += 215;
|
||||
this->colliderLeft.dim.pos.x += 90;
|
||||
|
||||
this->colliderRight.dim.pos.z += 215;
|
||||
this->colliderRight.dim.pos.x -= 90;
|
||||
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderMain.base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderLeft.base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderRight.base);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
Vec3f currentPos;
|
||||
Vec3f D_808725CC[] = {
|
||||
void BgDodoago_OpenJaw(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
Vec3f pos;
|
||||
Vec3f dustOffsets[] = {
|
||||
{ 0.0f, -200.0f, 430.0f }, { 20.0f, -200.0f, 420.0f }, { -20.0f, -200.0f, 420.0f },
|
||||
{ 40.0, -200.0f, 380.0f }, { -40.0, -200.0f, 380.0f }, { 50.0, -200.0f, 350.0f },
|
||||
{ -50.0f, -200.0f, 350.0f }, { 60.0f, -200.0f, 320.0f }, { -60.0f, -200.0f, 320.0f },
|
||||
|
@ -199,42 +208,42 @@ void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
|
|||
};
|
||||
s32 i;
|
||||
|
||||
if (globalCtx->roomCtx.unk_74[0] < 0xFF) {
|
||||
globalCtx->roomCtx.unk_74[0] += 5;
|
||||
// make both eyes red (one already is)
|
||||
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] < 255) {
|
||||
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] += 5;
|
||||
}
|
||||
if (globalCtx->roomCtx.unk_74[1] < 0xFF) {
|
||||
globalCtx->roomCtx.unk_74[1] += 5;
|
||||
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] < 255) {
|
||||
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] += 5;
|
||||
}
|
||||
|
||||
if (globalCtx->roomCtx.unk_74[0] != 0xFF || globalCtx->roomCtx.unk_74[1] != 0xFF) {
|
||||
D_80872824--;
|
||||
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] != 255 || globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] != 255) {
|
||||
sTimer--;
|
||||
return;
|
||||
}
|
||||
|
||||
if (D_80872824 == 0x6C) {
|
||||
for (i = 10; i >= 0; i--) {
|
||||
currentPos.x = D_808725CC[i].x + this->dyna.actor.world.pos.x;
|
||||
currentPos.y = D_808725CC[i].y + this->dyna.actor.world.pos.y;
|
||||
currentPos.z = D_808725CC[i].z + this->dyna.actor.world.pos.z;
|
||||
func_80033480(globalCtx, ¤tPos, 2.0f, 3, 0xC8, 0x4B, 1);
|
||||
if (sTimer == 108) {
|
||||
for (i = ARRAY_COUNT(dustOffsets) - 1; i >= 0; i--) {
|
||||
pos.x = dustOffsets[i].x + this->dyna.actor.world.pos.x;
|
||||
pos.y = dustOffsets[i].y + this->dyna.actor.world.pos.y;
|
||||
pos.z = dustOffsets[i].z + this->dyna.actor.world.pos.z;
|
||||
func_80033480(globalCtx, &pos, 2.0f, 3, 200, 75, 1);
|
||||
}
|
||||
}
|
||||
|
||||
currentPos.x = this->dyna.actor.world.pos.x + 200.0f;
|
||||
currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
|
||||
currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
|
||||
pos.x = this->dyna.actor.world.pos.x + 200.0f;
|
||||
pos.y = this->dyna.actor.world.pos.y - 20.0f;
|
||||
pos.z = this->dyna.actor.world.pos.z + 100.0f;
|
||||
BgDodoago_SpawnSparkles(&pos, globalCtx);
|
||||
|
||||
BgDodoago_SpawnSparkles(¤tPos, globalCtx);
|
||||
pos.x = this->dyna.actor.world.pos.x - 200.0f;
|
||||
pos.y = this->dyna.actor.world.pos.y - 20.0f;
|
||||
pos.z = this->dyna.actor.world.pos.z + 100.0f;
|
||||
BgDodoago_SpawnSparkles(&pos, globalCtx);
|
||||
|
||||
currentPos.x = this->dyna.actor.world.pos.x - 200.0f;
|
||||
currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
|
||||
currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
|
||||
|
||||
BgDodoago_SpawnSparkles(¤tPos, globalCtx);
|
||||
Math_StepToS(&this->unk_164, 0x64, 3);
|
||||
Math_StepToS(&this->state, 100, 3);
|
||||
func_800AA000(500.0f, 0x78, 0x14, 0xA);
|
||||
|
||||
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 0x6E - this->unk_164, 0x3E8, 0x32) == 0) {
|
||||
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 110 - this->state, 0x3E8, 0x32) == 0) {
|
||||
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_STONE_BOUND, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
|
@ -247,42 +256,48 @@ void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
|
|||
void BgDodoago_DoNothing(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
void func_80872288(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
globalCtx->roomCtx.unk_74[this->unk_164] += 5;
|
||||
void BgDodoago_LightOneEye(BgDodoago* this, GlobalContext* globalCtx) {
|
||||
globalCtx->roomCtx.unk_74[this->state] += 5;
|
||||
|
||||
if (globalCtx->roomCtx.unk_74[this->unk_164] == 0xFF) {
|
||||
BgDodoago_SetupAction(this, func_80871CF4);
|
||||
if (globalCtx->roomCtx.unk_74[this->state] == 255) {
|
||||
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
|
||||
}
|
||||
}
|
||||
|
||||
void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
BgDodoago* this = (BgDodoago*)thisx;
|
||||
Actor* actor;
|
||||
EnBom* bomb;
|
||||
|
||||
if (this->dyna.actor.parent == NULL) {
|
||||
if ((s32)(this->colliders[1].base.ocFlags1 & OC1_HIT) || (this->colliders[2].base.ocFlags1 & OC1_HIT)) {
|
||||
// this is a "bomb catcher", it kills the XZ speed and sets the timer for bombs that are dropped through the
|
||||
// holes in the bridge above the skull
|
||||
if ((this->colliderLeft.base.ocFlags1 & OC1_HIT) || (this->colliderRight.base.ocFlags1 & OC1_HIT)) {
|
||||
|
||||
if ((s32)(this->colliders[1].base.ocFlags1 & OC1_HIT)) {
|
||||
bomb = (EnBom*)this->colliders[1].base.oc;
|
||||
if (this->colliderLeft.base.ocFlags1 & OC1_HIT) {
|
||||
actor = this->colliderLeft.base.oc;
|
||||
} else {
|
||||
bomb = (EnBom*)this->colliders[2].base.oc;
|
||||
actor = this->colliderRight.base.oc;
|
||||
}
|
||||
this->colliders[1].base.ocFlags1 &= ~OC1_HIT;
|
||||
this->colliders[2].base.ocFlags1 &= ~OC1_HIT;
|
||||
if (bomb->actor.category == ACTORCAT_EXPLOSIVE && bomb->actor.id == ACTOR_EN_BOM &&
|
||||
bomb->actor.params == 0) {
|
||||
this->colliderLeft.base.ocFlags1 &= ~OC1_HIT;
|
||||
this->colliderRight.base.ocFlags1 &= ~OC1_HIT;
|
||||
|
||||
if (actor->category == ACTORCAT_EXPLOSIVE && actor->id == ACTOR_EN_BOM && actor->params == 0) {
|
||||
bomb = (EnBom*)actor;
|
||||
// disable the bomb catcher for a few seconds
|
||||
this->dyna.actor.parent = &bomb->actor;
|
||||
bomb->timer = 50;
|
||||
bomb->actor.speedXZ = 0.0f;
|
||||
D_80872824 = 0;
|
||||
sTimer = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
D_80872824++;
|
||||
sTimer++;
|
||||
Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
|
||||
if (D_808727C0[0] == 0 && D_80872824 >= 0x8D) {
|
||||
if (!sDisableBombCatcher && sTimer > 140) {
|
||||
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
|
||||
D_808727C0[0]++;
|
||||
// this prevents clearing the actor's parent pointer, effectively disabling the bomb catcher
|
||||
sDisableBombCatcher++;
|
||||
} else {
|
||||
this->dyna.actor.parent = NULL;
|
||||
}
|
||||
|
@ -298,7 +313,7 @@ void BgDodoago_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_dodoago.c", 677),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gDodongoLowerJarDL);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gDodongoLowerJawDL);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_dodoago.c", 681);
|
||||
|
|
|
@ -4,14 +4,21 @@
|
|||
#include "ultra64.h"
|
||||
#include "global.h"
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ BGDODOAGO_EYE_LEFT,
|
||||
/* 1 */ BGDODOAGO_EYE_RIGHT
|
||||
} BgDodoagoEye;
|
||||
|
||||
struct BgDodoago;
|
||||
|
||||
typedef void (*BgDodoagoActionFunc)(struct BgDodoago*, GlobalContext*);
|
||||
|
||||
typedef struct BgDodoago {
|
||||
/* 0x0000 */ DynaPolyActor dyna;
|
||||
/* 0x0164 */ s16 unk_164;
|
||||
/* 0x0168 */ ColliderCylinder colliders[3];
|
||||
/* 0x0164 */ s16 state; // BgDodoagoEye or a timer-like value
|
||||
/* 0x0168 */ ColliderCylinder colliderMain; // Used to detect explosions for lighting the eyes
|
||||
/* 0x01B4 */ ColliderCylinder colliderLeft; // OC-colliding bombs have their xz speed cleared and timer set
|
||||
/* 0x0200 */ ColliderCylinder colliderRight; // same as colliderLeft
|
||||
/* 0x024C */ BgDodoagoActionFunc actionFunc;
|
||||
} BgDodoago; // size = 0x0250
|
||||
|
||||
|
|
Loading…
Reference in a new issue