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Obj_Hamishi OK (#539)
* obj_hamishi OK * Update src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * made suggested changes Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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5c8e745645
commit
06ceb6ad40
12 changed files with 173 additions and 609 deletions
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@ -15,10 +15,9 @@ void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx);
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void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx);
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extern UNK_TYPE D_0500A3B8;
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extern UNK_TYPE D_0500A5E8;
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extern Gfx D_0500A3B8[];
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extern Gfx D_0500A5E8[];
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/*
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const ActorInit Obj_Hamishi_InitVars = {
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ACTOR_OBJ_HAMISHI,
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ACTORTYPE_PROP,
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@ -30,17 +29,172 @@ const ActorInit Obj_Hamishi_InitVars = {
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(ActorFunc)ObjHamishi_Update,
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(ActorFunc)ObjHamishi_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/func_80B92F90.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/func_80B92FE8.s")
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK12, 0x00, 0x0D, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x4FC1FFF6, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 50, 70, 0, { 0, 0, 0 } },
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/func_80B93164.s")
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 0xC, 0x3C, 0xFF };
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/ObjHamishi_Init.s")
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static s16 sEffectScales[] = {
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145, 135, 115, 85, 75, 53, 45, 40, 35,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/ObjHamishi_Destroy.s")
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 250, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 500, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/ObjHamishi_Update.s")
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void ObjHamishi_InitCollision(Actor* thisx, GlobalContext* globalCtx) {
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ObjHamishi* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Hamishi/ObjHamishi_Draw.s")
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_CylinderUpdate(&this->actor, &this->collider);
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}
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void ObjHamishi_Shake(ObjHamishi* this) {
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if (this->shakeFrames > 0) {
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this->shakeFrames--;
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this->shakePosPhase += 5000;
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this->shakeRotPhase += 0xE10;
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Math_ApproxF(&this->shakePosSize, 0.0f, 0.15f);
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Math_ApproxF(&this->shakeRotSize, 0.0f, 40.0f);
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this->actor.posRot.pos.x =
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this->actor.initPosRot.pos.x + (Math_Sins(this->shakePosPhase * 4) * this->shakePosSize);
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this->actor.posRot.pos.z =
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this->actor.initPosRot.pos.z + (Math_Coss(this->shakePosPhase * 7) * this->shakePosSize);
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this->actor.shape.rot.x =
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this->actor.initPosRot.rot.x + (s16)(Math_Sins(this->shakeRotPhase * 4) * this->shakeRotSize);
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this->actor.shape.rot.z =
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this->actor.initPosRot.rot.z + (s16)(Math_Coss(this->shakeRotPhase * 7) * this->shakeRotSize);
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} else {
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Math_ApproxF(&this->actor.posRot.pos.x, this->actor.initPosRot.pos.x, 1.0f);
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Math_ApproxF(&this->actor.posRot.pos.z, this->actor.initPosRot.pos.z, 1.0f);
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Math_ApproxUpdateScaledS(&this->actor.shape.rot.x, this->actor.initPosRot.rot.x, 0xBB8);
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Math_ApproxUpdateScaledS(&this->actor.shape.rot.z, this->actor.initPosRot.rot.z, 0xBB8);
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}
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}
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void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f velocity;
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Vec3f pos;
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s16 phi_s0 = 1000;
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s16 gravity;
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s16 phi_v0;
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f32 temp_f20;
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f32 temp_f22;
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s32 i;
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for (i = 0; i < ARRAY_COUNT(sEffectScales); i++) {
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phi_s0 += 20000;
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temp_f20 = Math_Rand_ZeroOne() * 10.0f;
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pos.x = (Math_Sins(phi_s0) * temp_f20) + this->actor.posRot.pos.x;
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pos.y = (Math_Rand_ZeroOne() * 40.0f) + this->actor.posRot.pos.y + 5.0f;
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pos.z = (Math_Coss(phi_s0) * temp_f20) + this->actor.posRot.pos.z;
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temp_f20 = (Math_Rand_ZeroOne() * 10.0f) + 2.0f;
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velocity.x = Math_Sins(phi_s0) * temp_f20;
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temp_f22 = Math_Rand_ZeroOne();
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velocity.y = (Math_Rand_ZeroOne() * i * 2.5f) + (temp_f22 * 15.0f);
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velocity.z = Math_Coss(phi_s0) * temp_f20;
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if (i == 0) {
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phi_v0 = 41;
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gravity = -450;
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} else if (i < 4) {
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phi_v0 = 37;
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gravity = -380;
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} else {
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phi_v0 = 69;
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gravity = -320;
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}
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EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.posRot.pos, gravity, phi_v0, 30, 5, 0,
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sEffectScales[i], 3, 0, 70, 1, OBJECT_GAMEPLAY_FIELD_KEEP, &D_0500A5E8);
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}
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func_80033480(globalCtx, &this->actor.posRot, 140.0f, 6, 180, 90, 1);
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func_80033480(globalCtx, &this->actor.posRot, 140.0f, 12, 80, 90, 1);
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}
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void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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ObjHamishi* this = THIS;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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if (globalCtx->csCtx.state != 0) {
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this->actor.uncullZoneForward += 1000.0f;
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}
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if (this->actor.shape.rot.y == 0) {
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this->actor.shape.rot.y = this->actor.posRot.rot.y = this->actor.initPosRot.rot.y =
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Math_Rand_ZeroFloat(65536.0f);
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}
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ObjHamishi_InitCollision(&this->actor, globalCtx);
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func_80061ED4(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (Flags_GetSwitch(globalCtx, this->actor.params & 0x3F)) {
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Actor_Kill(&this->actor);
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return;
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}
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this->actor.shape.unk_08 = 80.0f;
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}
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void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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GlobalContext* globalCtx2 = globalCtx;
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ObjHamishi* this = THIS;
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Collider_DestroyCylinder(globalCtx2, &this->collider);
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}
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void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjHamishi* this = THIS;
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CollisionCheckContext* colChkCtx = &globalCtx->colChkCtx;
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ObjHamishi_Shake(this);
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if ((this->collider.base.acFlags & 2) && (this->collider.body.acHitItem->toucher.flags & 0x40000040)) {
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this->collider.base.acFlags &= ~2;
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this->hitCount++;
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if (this->hitCount < 2) {
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this->shakeFrames = 15;
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this->shakePosSize = 2.0f;
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this->shakeRotSize = 400.0f;
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} else {
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ObjHamishi_Break(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EV_WALL_BROKEN);
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Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
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Actor_Kill(&this->actor);
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}
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} else {
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this->collider.base.acFlags &= ~2;
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if (this->actor.xzDistFromLink < 600.0f) {
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CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider);
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CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
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}
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}
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}
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void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_obj_hamishi.c", 399);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_hamishi.c", 404),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
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gSPDisplayList(POLY_OPA_DISP++, &D_0500A3B8);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_obj_hamishi.c", 411);
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}
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@ -8,7 +8,13 @@ struct ObjHamishi;
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typedef struct ObjHamishi {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x5C];
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/* 0x014C */ ColliderCylinder collider;
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/* 0x0198 */ f32 shakePosSize;
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/* 0x019C */ f32 shakeRotSize;
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/* 0x01A0 */ s16 shakeFrames;
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/* 0x01A2 */ s16 shakePosPhase;
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/* 0x01A4 */ s16 shakeRotPhase;
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/* 0x01A6 */ s16 hitCount;
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} ObjHamishi; // size = 0x01A8
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extern const ActorInit Obj_Hamishi_InitVars;
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