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First proper commit.

This commit is contained in:
Jack Walker 2020-03-17 00:31:30 -04:00
parent be78236d36
commit 087f561f77
14086 changed files with 1200489 additions and 1 deletions

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ovl_En_Boom
z_en_boom.c

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/*
* File: z_en_boom.c
* Overlay: ovl_En_Boom
* Description: Thrown Boomerang. Actor spawns when thrown and is killed when caught.
*/
#include "z_en_boom.h"
#define ROOM 0x00
#define FLAGS 0x00000030
static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc);
static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx);
static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx);
static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx);
static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx);
static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx);
const ActorInit En_Boom_InitVars =
{
ACTOR_EN_BOOM,
ACTORTYPE_MISC,
ROOM,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnBoom),
(ActorFunc)EnBoom_Init,
(ActorFunc)EnBoom_Destroy,
(ActorFunc)EnBoom_Update,
(ActorFunc)EnBoom_Draw
};
// Related to collision, should be moved somewhere else when collision_check is decompiled.
// Seems to be made up of a bunch of substructs, but I didnt do too much digging.
// This is probably not accurate.
typedef struct
{
u8 unk_00;
u8 unk_01;
u8 unk_02;
u8 unk_03;
u8 unk_04;
u8 unk_05;
u16 pad_06;
u8 unk_08;
u8 pad_09;
u8 pad_0A;
u8 pad_0B;
u32 unk_0C;
u8 unk_10;
u8 unk_11;
u16 pad_12;
u32 unk_14;
u8 unk_18;
u8 unk_19;
u16 pad_1A;
u8 unk_1C;
u8 unk_1D;
u8 unk_1E;
u8 pad_1F;
u32 unk_20;
u32 unk_24;
u32 unk_28;
u32 unk_2C;
u32 unk_30;
u32 unk_34;
u32 unk_38;
u32 unk_3C;
u32 unk_40;
u32 unk_44;
u32 unk_48;
u32 unk_4C;
} unkCollision; //size = 0x50
static unkCollision col =
{
0x0A, 0x09, 0x00, 0x00, 0x08, 0x03, 0x0000, 0x02, 0x00, 0x00, 0x00, 0x00000010,
0x00, 0x01, 0x0000, 0xFFCFFFFF, 0x00, 0x00, 0x0000, 0x05, 0x00, 0x00, 0x00,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
static InitChainEntry initChain[] =
{
ICHAIN_S8(unk_1F, 5, ICHAIN_CONTINUE),
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
};
static Vec3f mtxSrc1 = { -960.0f, 0.0f, 0.0f };
static Vec3f mtxSrc2 = { 960.0f, 0.0f, 0.0f };
extern D_0400C808;
static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc)
{
this->actionFunc = actionFunc;
}
static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx)
{
u32 pad;
TrailEffect trail;
this->actor.room = -1;
Actor_ProcessInitChain(&this->actor, initChain);
trail.p1Start.r = 0xFF;
trail.p1Start.g = 0xFF;
trail.p1Start.b = 0x64;
trail.p1Start.a = 0xFF;
trail.p2Start.r = 0xFF;
trail.p2Start.g = 0xFF;
trail.p2Start.b = 0x64;
trail.p2Start.a = 0x40;
trail.p1End.r = 0xFF;
trail.p1End.g = 0xFF;
trail.p1End.b = 0x64;
trail.p1End.a = 0x00;
trail.p2End.r = 0xFF;
trail.p2End.g = 0xFF;
trail.p2End.b = 0x64;
trail.p2End.a = 0x00;
trail.unk_194 = 0x00000008;
trail.unk_198 = 0x00000000;
trail.unk_19C = 0x00000000;
Effect_Add(globalCtx, &this->effect, 1, 0, 0, &trail);
func_8005D018(globalCtx, &this->collider);
func_8005D104(globalCtx, &this->collider, this, &col);
EnBoom_SetupAction(this, &EnBoom_Fly);
}
static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx)
{
func_8002709C(globalCtx, this->effect);
func_8005D060(globalCtx, &this->collider);
}
static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx)
{
Actor* target;
Player* player;
s32 collided;
s16 yawTarget;
s16 yawDiff;
s16 pitchTarget;
s16 pitchDiff;
s32 pad1;
f32 distXYZScale;
f32 distFromLink;
DynaPolyActor* hitActor;
u32 hitDynaID;
Vec3f hitPoint;
s32 pad2;
player = PLAYER;
target = this->moveTo;
// If the boomerang is moving toward a targeted actor, handle setting the proper x and y angle to fly toward it.
if (target != NULL)
{
yawTarget = func_8002DAC0(&this->actor, &target->posRot2.pos);
yawDiff = this->actor.posRot.rot.y - yawTarget;
pitchTarget = func_8002DB28(&this->actor, &target->posRot2.pos);
pitchDiff = this->actor.posRot.rot.x - pitchTarget;
distXYZScale = ((200.0f - Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &target->posRot2.pos)) * 0.005f);
if (distXYZScale < 0.12f)
distXYZScale = 0.12f;
if ((target != (Actor*)player) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000)))
{
// BUG: This condition is why the boomerang will randomly fly off in a the down left direction sometimes.
// If the actor targetted is not Link and the difference between the 2 y angles is greater than 0x4000,
// the moveTo pointer is nulled and it flies off in a seemingly random direction.
this->moveTo = NULL;
}
else
{
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yawTarget, (s16)(ABS(yawDiff) * distXYZScale));
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.x, pitchTarget, (s16)(ABS(pitchDiff) * distXYZScale));
}
}
// Set xyz speed, move forward, and play the boomerang sound
func_8002D9A4(&this->actor, 12.0f);
Actor_MoveForward(&this->actor);
func_8002F974(this, 0x1010);
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
collided = (this->collider.colliderFlags & 0x2);
collided = (!!(collided));
if (collided)
{
if (((this->collider.at->id == ACTOR_EN_ITEM00) || (this->collider.at->id == ACTOR_EN_SI)))
{
this->grabbed = this->collider.at;
if (this->collider.at->id == ACTOR_EN_SI)
{
this->collider.at->flags |= 0x2000;
}
}
}
// Decrement the return timer and check if its 0. If it is, check if Link can catch it and handle accordingly.
// Otherwise handle grabbing and colliding.
if (DECR(this->returnTimer) == 0)
{
distFromLink = Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &player->actor.posRot2.pos);
this->moveTo = player;
//If the boomerang is less than 40 units away from Link, he can catch it.
if (distFromLink < 40.0f)
{
target = this->grabbed;
if (target != NULL)
{
Math_Vec3f_Copy(&target->posRot.pos, &player->actor.posRot.pos);
// If the grabbed actor is EnItem00 (HP/Key etc) set gravity and flags so it falls in front of Link.
// Otherwise if its a Skulltula Token, just set flags so he collides with it to collect it.
if (target->id == ACTOR_EN_ITEM00)
{
target->gravity = -0.9f;
target->bgCheckFlags &= ~0x03;
}
else
{
target->flags &= ~0x2000;
}
}
// Set player flags and kill the boomerang beacause Link caught it.
player->stateFlags1 &= ~0x02000000;
Actor_Kill(&this->actor);
}
}
else
{
collided = (this->collider.colliderFlags & 0x2);
collided = (!!(collided));
if (collided)
{
// Copy the position from the prevous frame to the boomerang to start the bounce back.
Math_Vec3f_Copy(&this->actor.posRot.pos, &this->actor.pos4);
}
else
{
collided = func_8003DE84(&globalCtx->colCtx, &this->actor.pos4, &this->actor.posRot.pos, &hitPoint,
&this->actor.wallPoly, 1, 1, 1, 1, &hitDynaID);
if (collided != 0)
{
// If the boomerang coolides with something and its is a Jabu Object actor with params equal to 0, then
// set collided to 0 so that the boomerang will go through the wall.
// Otherwise play a clank sound and keep collided set to bounce back.
if ((func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0) ||
((hitDynaID != 0x32) && ((hitActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) && (hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS) && (hitActor->actor.params == 0)))
{
collided = 0;
}
else
{
func_80062D60(globalCtx, &hitPoint);
}
}
}
// If the boomerang needs to bounce back, set x and y angle accordingly.
// Set timer to 0 and set return actor to player so it goes back to Link.
if (collided != 0)
{
this->actor.posRot.rot.x = -this->actor.posRot.rot.x;
this->actor.posRot.rot.y += 0x8000;
this->moveTo = player;
this->returnTimer = 0;
}
}
// If the actor the boomerang is holding has a null update function, set grabbed to null.
// Otherwise, copy the position from the boomerang to the actor to move it.
target = this->grabbed;
if (target != NULL)
{
if (target->update == NULL)
{
this->grabbed = NULL;
}
else
{
Math_Vec3f_Copy(&target->posRot.pos, &this->actor.posRot.pos);
}
}
}
static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx)
{
Player* player = PLAYER;
if (!(player->stateFlags1 & 0x20000000))
{
this->actionFunc(this, globalCtx);
Actor_SetHeight(&this->actor, 0.0f);
this->activeTimer = this->activeTimer + 1;
}
}
static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx)
{
s32 pad;
Vec3f mtxDest1;
Vec3f mtxDest2;
GraphicsContext* gfxCtx;
Gfx* gfxArr[4];
gfxCtx = globalCtx->state.gfxCtx;
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_en_boom.c", 567);
Matrix_RotateY(this->actor.posRot.rot.y * 0.0000958738f, MTXMODE_APPLY);
Matrix_RotateZ(0.7669904f, MTXMODE_APPLY);
Matrix_RotateX(this->actor.posRot.rot.x * 0.0000958738f, MTXMODE_APPLY);
Matrix_MultVec3f(&mtxSrc1, &mtxDest1);
Matrix_MultVec3f(&mtxSrc2, &mtxDest2);
if (func_80090480(globalCtx, &this->collider, &this->unk_1DC, &mtxDest1, &mtxDest2) != 0)
{
func_8001FDF0(func_80026B0C(this->effect), &mtxDest1, &mtxDest2);
}
func_80093D18(globalCtx->state.gfxCtx);
Matrix_RotateY((this->activeTimer * 12000) * 0.0000958738f, MTXMODE_APPLY);
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_boom.c", 601),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxCtx->polyOpa.p++, &D_0400C808);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_boom.c", 604);
}

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#ifndef _Z_EN_BOOM_H_
#define _Z_EN_BOOM_H_
#include <ultra64.h>
#include <global.h>
typedef struct
{
/* 0x0000 */ Actor actor;
/* 0x014C */ Collider collider;
/* 0x0164 */ char unk_164[0x68];
/* 0x01CC */ Actor* moveTo; // actor boomerang moves toward
/* 0x01D0 */ Actor* grabbed; // actor grabbed by the boomerang
/* 0x01D4 */ u8 returnTimer; // returns to Link when 0
/* 0x01D5 */ u8 activeTimer; // increments once every update
/* 0x01D8 */ u32 effect; // set by Effect_Add
/* 0x01DC */ u32 unk_1DC[0x7];
/* 0x01F8 */ ActorFunc actionFunc;
} EnBoom; // size = 0x01FC
extern const ActorInit En_Boom_InitVars;
#endif