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Document Arrow Related Actor Flags (#2284)
* name arrow actor flags * fix flag check
This commit is contained in:
parent
e50581b9fb
commit
0d04f51e8e
8 changed files with 31 additions and 28 deletions
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@ -156,11 +156,11 @@ typedef struct ActorShape {
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//
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//
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#define ACTOR_FLAG_13 (1 << 13)
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#define ACTOR_FLAG_13 (1 << 13)
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//
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// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
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#define ACTOR_FLAG_14 (1 << 14)
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#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
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//
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// Actor is currently attached to an arrow and flying with it in the air
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#define ACTOR_FLAG_15 (1 << 15)
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#define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15)
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// Player automatically accepts a Talk Offer without needing to press the A button.
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// Player automatically accepts a Talk Offer without needing to press the A button.
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// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
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// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
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@ -149,7 +149,7 @@ void EnArrow_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyQuad(play, &this->collider);
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Collider_DestroyQuad(play, &this->collider);
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if ((this->hitActor != NULL) && (this->hitActor->update != NULL)) {
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if ((this->hitActor != NULL) && (this->hitActor->update != NULL)) {
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
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}
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}
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}
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}
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@ -287,11 +287,11 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
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hitActor = this->collider.base.at;
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hitActor = this->collider.base.at;
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if ((hitActor->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) &&
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if ((hitActor->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) &&
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(hitActor->flags & ACTOR_FLAG_14)) {
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(hitActor->flags & ACTOR_FLAG_CAN_ATTACH_TO_ARROW)) {
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this->hitActor = hitActor;
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this->hitActor = hitActor;
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EnArrow_CarryActor(this, play);
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EnArrow_CarryActor(this, play);
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Math_Vec3f_Diff(&hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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Math_Vec3f_Diff(&hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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hitActor->flags |= ACTOR_FLAG_15;
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hitActor->flags |= ACTOR_FLAG_ATTACHED_TO_ARROW;
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this->collider.base.atFlags &= ~AT_HIT;
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this->collider.base.atFlags &= ~AT_HIT;
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this->actor.speed /= 2.0f;
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this->actor.speed /= 2.0f;
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this->actor.velocity.y /= 2.0f;
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this->actor.velocity.y /= 2.0f;
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@ -353,14 +353,14 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
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this->hitActor->world.pos.y = hitPoint.y + ((sp54.y <= hitPoint.y) ? 1.0f : -1.0f);
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this->hitActor->world.pos.y = hitPoint.y + ((sp54.y <= hitPoint.y) ? 1.0f : -1.0f);
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this->hitActor->world.pos.z = hitPoint.z + ((sp54.z <= hitPoint.z) ? 1.0f : -1.0f);
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this->hitActor->world.pos.z = hitPoint.z + ((sp54.z <= hitPoint.z) ? 1.0f : -1.0f);
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Math_Vec3f_Diff(&this->hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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Math_Vec3f_Diff(&this->hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
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this->hitActor = NULL;
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this->hitActor = NULL;
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} else {
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} else {
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Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_250, &this->hitActor->world.pos);
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Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_250, &this->hitActor->world.pos);
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}
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}
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if (this->touchedPoly && (this->hitActor != NULL)) {
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if (this->touchedPoly && (this->hitActor != NULL)) {
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
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this->hitActor = NULL;
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this->hitActor = NULL;
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}
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}
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} else {
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} else {
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@ -345,7 +345,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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this->flamePrimBlue = this->flameEnvColor.b = 255;
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this->flamePrimBlue = this->flameEnvColor.b = 255;
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thisx->world.pos.y += 50.0f;
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thisx->world.pos.y += 50.0f;
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EnBb_SetupBlue(this);
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EnBb_SetupBlue(this);
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thisx->flags |= ACTOR_FLAG_14;
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thisx->flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
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break;
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break;
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case ENBB_RED:
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case ENBB_RED:
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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@ -374,7 +374,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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EnBb_SetupWhite(play, this);
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EnBb_SetupWhite(play, this);
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EnBb_SetWaypoint(this, play);
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EnBb_SetWaypoint(this, play);
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EnBb_FaceWaypoint(this);
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EnBb_FaceWaypoint(this);
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thisx->flags |= ACTOR_FLAG_14;
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thisx->flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
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break;
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break;
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case ENBB_GREEN_BIG:
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case ENBB_GREEN_BIG:
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this->path = this->actionState >> 4;
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this->path = this->actionState >> 4;
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@ -1237,7 +1237,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) {
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if (this->actor.colChkInfo.damageEffect != 0xD) {
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if (this->actor.colChkInfo.damageEffect != 0xD) {
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this->actionFunc(this, play);
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this->actionFunc(this, play);
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if ((this->actor.params <= ENBB_BLUE) && (this->actor.speed >= -6.0f) &&
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if ((this->actor.params <= ENBB_BLUE) && (this->actor.speed >= -6.0f) &&
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((this->actor.flags & ACTOR_FLAG_15) == 0)) {
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!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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Actor_MoveXZGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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}
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}
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if (this->moveMode == BBMOVE_NORMAL) {
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if (this->moveMode == BBMOVE_NORMAL) {
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@ -8,7 +8,8 @@
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#include "versions.h"
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#include "versions.h"
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#include "assets/objects/object_bl/object_bl.h"
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#include "assets/objects/object_bl/object_bl.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
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void EnBili_Init(Actor* thisx, PlayState* play);
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void EnBili_Init(Actor* thisx, PlayState* play);
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void EnBili_Destroy(Actor* thisx, PlayState* play);
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void EnBili_Destroy(Actor* thisx, PlayState* play);
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@ -251,7 +252,7 @@ void EnBili_SetupFrozen(EnBili* this, PlayState* play) {
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s32 i;
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s32 i;
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Vec3f effectPos;
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Vec3f effectPos;
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if (!(this->actor.flags & ACTOR_FLAG_15)) {
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if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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this->actor.gravity = -1.0f;
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this->actor.gravity = -1.0f;
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}
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}
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@ -456,7 +457,7 @@ void EnBili_Recoil(EnBili* this, PlayState* play) {
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void EnBili_Burnt(EnBili* this, PlayState* play) {
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void EnBili_Burnt(EnBili* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.flags & ACTOR_FLAG_15) {
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if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
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this->actor.colorFilterTimer = 20;
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this->actor.colorFilterTimer = 20;
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} else {
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} else {
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if (this->timer != 0) {
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if (this->timer != 0) {
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@ -477,7 +478,7 @@ void EnBili_Die(EnBili* this, PlayState* play) {
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s32 i;
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s32 i;
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if (this->actor.draw != NULL) {
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if (this->actor.draw != NULL) {
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if (this->actor.flags & ACTOR_FLAG_15) {
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if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
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return;
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return;
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}
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}
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this->actor.draw = NULL;
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this->actor.draw = NULL;
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@ -533,7 +534,7 @@ void EnBili_Frozen(EnBili* this, PlayState* play) {
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this->timer--;
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this->timer--;
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}
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}
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if (!(this->actor.flags & ACTOR_FLAG_15)) {
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if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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this->actor.gravity = -1.0f;
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this->actor.gravity = -1.0f;
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}
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}
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@ -1,7 +1,8 @@
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#include "z_en_crow.h"
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#include "z_en_crow.h"
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#include "assets/objects/object_crow/object_crow.h"
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#include "assets/objects/object_crow/object_crow.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
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void EnCrow_Init(Actor* thisx, PlayState* play);
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void EnCrow_Init(Actor* thisx, PlayState* play);
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void EnCrow_Destroy(Actor* thisx, PlayState* play);
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void EnCrow_Destroy(Actor* thisx, PlayState* play);
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@ -175,7 +176,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
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}
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}
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if (this->actor.flags & ACTOR_FLAG_15) {
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if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
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this->actor.speed = 0.0f;
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this->actor.speed = 0.0f;
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}
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}
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@ -329,7 +330,7 @@ void EnCrow_Damaged(EnCrow* this, PlayState* play) {
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Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
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Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
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this->actor.colorFilterTimer = 40;
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this->actor.colorFilterTimer = 40;
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if (!(this->actor.flags & ACTOR_FLAG_15)) {
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if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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if (this->actor.colorFilterParams & 0x4000) {
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if (this->actor.colorFilterParams & 0x4000) {
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
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this->actor.shape.rot.z += 0x1780;
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this->actor.shape.rot.z += 0x1780;
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@ -9,7 +9,8 @@
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#include "assets/objects/object_firefly/object_firefly.h"
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#include "assets/objects/object_firefly/object_firefly.h"
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#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
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#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
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void EnFirefly_Init(Actor* thisx, PlayState* play);
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void EnFirefly_Init(Actor* thisx, PlayState* play);
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void EnFirefly_Destroy(Actor* thisx, PlayState* play);
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void EnFirefly_Destroy(Actor* thisx, PlayState* play);
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@ -423,7 +424,7 @@ void EnFirefly_Fall(EnFirefly* this, PlayState* play) {
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this->actor.colorFilterTimer = 40;
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this->actor.colorFilterTimer = 40;
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SkelAnime_Update(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
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Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
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if (this->actor.flags & ACTOR_FLAG_15) {
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if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
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this->actor.colorFilterTimer = 40;
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this->actor.colorFilterTimer = 40;
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} else {
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} else {
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
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@ -687,7 +688,7 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
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this->actionFunc(this, play);
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this->actionFunc(this, play);
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if (!(this->actor.flags & ACTOR_FLAG_15)) {
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if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) {
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if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) {
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Actor_MoveXZGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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} else {
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} else {
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@ -10,7 +10,7 @@
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#define FLAGS \
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | \
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ACTOR_FLAG_14)
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ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
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void EnPoSisters_Init(Actor* thisx, PlayState* play);
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void EnPoSisters_Init(Actor* thisx, PlayState* play);
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void EnPoSisters_Destroy(Actor* thisx, PlayState* play);
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void EnPoSisters_Destroy(Actor* thisx, PlayState* play);
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@ -210,7 +210,7 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) {
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this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_PLAYER;
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this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_PLAYER;
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func_80AD9AA8(this, play);
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func_80AD9AA8(this, play);
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} else {
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} else {
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this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_14);
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this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_CAN_ATTACH_TO_ARROW);
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this->collider.elem.elemMaterial = ELEM_MATERIAL_UNK4;
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this->collider.elem.elemMaterial = ELEM_MATERIAL_UNK4;
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this->collider.elem.acDmgInfo.dmgFlags |= DMG_DEKU_NUT;
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this->collider.elem.acDmgInfo.dmgFlags |= DMG_DEKU_NUT;
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this->collider.base.ocFlags1 = OC1_NONE;
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this->collider.base.ocFlags1 = OC1_NONE;
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@ -701,7 +701,7 @@ void func_80ADA9E8(EnPoSisters* this, PlayState* play) {
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}
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}
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void func_80ADAAA4(EnPoSisters* this, PlayState* play) {
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void func_80ADAAA4(EnPoSisters* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_15)) {
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if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
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if (this->actor.colChkInfo.health != 0) {
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if (this->actor.colChkInfo.health != 0) {
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if (this->unk_194 != 0) {
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if (this->unk_194 != 0) {
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func_80AD96A4(this);
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func_80AD96A4(this);
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@ -798,7 +798,7 @@ void EnSt_Init(Actor* thisx, PlayState* play) {
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this->actor.naviEnemyId = NAVI_ENEMY_SKULLTULA;
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this->actor.naviEnemyId = NAVI_ENEMY_SKULLTULA;
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}
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}
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EnSt_CheckCeilingPos(this, play);
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EnSt_CheckCeilingPos(this, play);
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this->actor.flags |= ACTOR_FLAG_14;
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this->actor.flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
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this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
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this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
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EnSt_SetColliderScale(this);
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EnSt_SetColliderScale(this);
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this->actor.gravity = 0.0f;
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this->actor.gravity = 0.0f;
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@ -1013,7 +1013,7 @@ void EnSt_Update(Actor* thisx, PlayState* play) {
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s32 pad;
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s32 pad;
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Color_RGBA8 color = { 0, 0, 0, 0 };
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Color_RGBA8 color = { 0, 0, 0, 0 };
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if (this->actor.flags & ACTOR_FLAG_15) {
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if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
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SkelAnime_Update(&this->skelAnime);
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SkelAnime_Update(&this->skelAnime);
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} else if (!EnSt_CheckColliders(this, play)) {
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} else if (!EnSt_CheckColliders(this, play)) {
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// no collision has been detected.
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// no collision has been detected.
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