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Document `z_bg_mizu_movebg.c
` (#1565)
* document z_bg_mizu_movebg.c + assets * remove temp comment * renamed "temp" variable * review 1 * format + type names comments at dLists/colHeaders * review 2 * review 3 * named dragon statue 1 * float -> floating + review * format * review 5
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3 changed files with 140 additions and 106 deletions
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@ -1,15 +1,15 @@
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<Root>
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<File Name="object_mizu_objects" Segment="6">
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<DList Name="gObjectMizuObjectsMovebgDL_000190" Offset="0x0190"/>
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<Collision Name="gObjectMizuObjectsMovebgCol_0003F0" Offset="0x03F0"/>
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<DList Name="gObjectMizuObjectsMovebgDL_000680" Offset="0x0680"/>
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<Collision Name="gObjectMizuObjectsMovebgCol_000998" Offset="0x0998"/>
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<DList Name="gObjectMizuObjectsMovebgDL_000C20" Offset="0x0C20"/>
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<Collision Name="gObjectMizuObjectsMovebgCol_000ED0" Offset="0x0ED0"/>
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<DList Name="gObjectMizuObjectsMovebgDL_0011F0" Offset="0x11F0"/>
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<Collision Name="gObjectMizuObjectsMovebgCol_0015F8" Offset="0x15F8"/>
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<DList Name="gObjectMizuObjectsMovebgDL_002E10" Offset="0x2E10"/>
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<Collision Name="gObjectMizuObjectsMovebgCol_003590" Offset="0x3590"/>
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<DList Name="gWaterTempleFloatingPlatformOutsideCentralPillarDL" Offset="0x0190"/>
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<Collision Name="gWaterTempleFloatingPlatformOutsideCentralPillarCol" Offset="0x03F0"/>
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<DList Name="gWaterTempleFloatingPlatformWestDL" Offset="0x0680"/>
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<Collision Name="gWaterTempleFloatingPlatformWestCol" Offset="0x0998"/>
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<DList Name="gWaterTempleFloatingPlatformInsideCentralPillarDL" Offset="0x0C20"/>
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<Collision Name="gWaterTempleFloatingPlatformInsideCentralPillarCol" Offset="0x0ED0"/>
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<DList Name="gWaterTempleHookshotPlatformDL" Offset="0x11F0"/>
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<Collision Name="gWaterTempleHookshotPlatformCol" Offset="0x15F8"/>
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<DList Name="gWaterTempleDragonStatueDL" Offset="0x2E10"/>
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<Collision Name="gWaterTempleDragonStatueCol" Offset="0x3590"/>
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<DList Name="gObjectMizuObjectsBwallDL_001770" Offset="0x1770"/>
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<DList Name="gObjectMizuObjectsBwallDL_001A30" Offset="0x1A30"/>
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@ -21,9 +21,9 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play);
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void BgMizuMovebg_Update(Actor* thisx, PlayState* play);
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void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2);
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void func_8089E318(BgMizuMovebg* this, PlayState* play);
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void func_8089E650(BgMizuMovebg* this, PlayState* play);
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s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
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void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play);
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void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play);
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s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
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ActorInit Bg_Mizu_Movebg_InitVars = {
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/**/ ACTOR_BG_MIZU_MOVEBG,
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@ -37,18 +37,28 @@ ActorInit Bg_Mizu_Movebg_InitVars = {
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/**/ BgMizuMovebg_Draw,
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};
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static f32 D_8089EB40[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
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static f32 sDragonStatueBossRoomOffsetPosY[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
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static Gfx* D_8089EB50[] = {
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gObjectMizuObjectsMovebgDL_000190, gObjectMizuObjectsMovebgDL_000680, gObjectMizuObjectsMovebgDL_000C20,
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gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10,
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gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_0011F0,
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static Gfx* sDLists[] = {
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gWaterTempleFloatingPlatformOutsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
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gWaterTempleFloatingPlatformWestDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
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gWaterTempleFloatingPlatformInsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
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gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
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gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
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gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
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gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
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gWaterTempleHookshotPlatformDL, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
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};
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static CollisionHeader* D_8089EB70[] = {
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&gObjectMizuObjectsMovebgCol_0003F0, &gObjectMizuObjectsMovebgCol_000998, &gObjectMizuObjectsMovebgCol_000ED0,
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&gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590,
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&gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_0015F8,
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static CollisionHeader* sColHeaders[] = {
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&gWaterTempleFloatingPlatformOutsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
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&gWaterTempleFloatingPlatformWestCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
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&gWaterTempleFloatingPlatformInsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
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&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
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&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
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&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
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&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
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&gWaterTempleHookshotPlatformCol, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
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};
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static InitChainEntry sInitChain[] = {
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@ -58,12 +68,12 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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static Vec3f D_8089EBA0 = { 0.0f, 80.0f, 23.0f };
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static Vec3f D_8089EBAC = { 0.0f, 80.0f, 23.0f };
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static Vec3f sOffsetPosition1 = { 0.0f, 80.0f, 23.0f };
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static Vec3f sOffsetPosition2 = { 0.0f, 80.0f, 23.0f };
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static u8 D_8089EE40;
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static u8 D_8089EE40; // unknown flags
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s32 func_8089DC30(PlayState* play) {
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s32 BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(PlayState* play) {
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s32 result;
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if (Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG)) {
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@ -82,84 +92,90 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) {
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s32 type;
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s32 waypointId;
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WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
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f32 temp;
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f32 targetPosY;
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CollisionHeader* colHeader = NULL;
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Vec3f sp48;
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Vec3f offsetPos;
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Actor_ProcessInitChain(thisx, sInitChain);
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((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y;
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((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)];
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((BgMizuMovebg*)thisx)->dList = sDLists[MOVEBG_TYPE(thisx->params)];
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DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(D_8089EB70[MOVEBG_TYPE(thisx->params)], &colHeader);
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CollisionHeader_GetVirtual(sColHeaders[MOVEBG_TYPE(thisx->params)], &colHeader);
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((BgMizuMovebg*)thisx)->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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type = MOVEBG_TYPE(thisx->params);
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switch (type) {
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case 0:
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temp = waterBoxes[2].ySurface + 15.0f;
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if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
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targetPosY = waterBoxes[2].ySurface + 15.0f;
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if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
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} else {
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thisx->world.pos.y = temp;
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thisx->world.pos.y = targetPosY;
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}
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
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break;
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case 1:
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temp = waterBoxes[2].ySurface + 15.0f;
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if (temp < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
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targetPosY = waterBoxes[2].ySurface + 15.0f;
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if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 710.0f;
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} else {
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thisx->world.pos.y = temp;
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thisx->world.pos.y = targetPosY;
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}
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
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break;
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case 2:
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temp = waterBoxes[2].ySurface + 15.0f;
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if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
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targetPosY = waterBoxes[2].ySurface + 15.0f;
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if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
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} else {
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thisx->world.pos.y = temp;
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thisx->world.pos.y = targetPosY;
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}
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
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break;
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case 3:
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + D_8089EB40[func_8089DC30(play)];
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY +
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sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
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break;
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case 4:
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case 5:
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case 6:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
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if (Flags_GetSwitch(play, MOVEBG_FLAGS(thisx->params))) {
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + 115.19999999999999;
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} else {
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thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY;
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}
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
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break;
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case 7:
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case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
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((BgMizuMovebg*)thisx)->scrollAlpha1 = 160;
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((BgMizuMovebg*)thisx)->scrollAlpha2 = 160;
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((BgMizuMovebg*)thisx)->scrollAlpha3 = 160;
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((BgMizuMovebg*)thisx)->scrollAlpha4 = 160;
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waypointId = MOVEBG_POINT_ID(thisx->params);
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((BgMizuMovebg*)thisx)->waypointId = waypointId;
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func_8089E108(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
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((BgMizuMovebg*)thisx)->actionFunc = func_8089E650;
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BgMizuMovebg_SetPosFromPath(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
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((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateHookshotPlatform;
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break;
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}
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type = MOVEBG_TYPE(thisx->params);
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switch (type) {
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case 3:
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case 4:
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case 5:
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case 6:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
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Matrix_RotateY(BINANG_TO_RAD(thisx->world.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&D_8089EBA0, &sp48);
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Matrix_MultVec3f(&sOffsetPosition1, &offsetPos);
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if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + sp48.x,
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thisx->world.pos.y + sp48.y, thisx->world.pos.z + sp48.z, thisx->world.rot.x,
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thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
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if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + offsetPos.x,
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thisx->world.pos.y + offsetPos.y, thisx->world.pos.z + offsetPos.z,
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thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
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Actor_Kill(thisx);
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}
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break;
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@ -171,15 +187,16 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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switch (MOVEBG_TYPE(thisx->params)) {
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case 3:
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case 4:
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case 5:
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case 6:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
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if (this->sfxFlags & 2) {
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D_8089EE40 &= ~2;
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}
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break;
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case 7:
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case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
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if (this->sfxFlags & 1) {
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D_8089EE40 &= ~1;
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}
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@ -187,7 +204,7 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
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}
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}
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s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
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s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
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Path* path = pathList;
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Vec3s* point;
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@ -201,7 +218,7 @@ s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
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return 0;
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}
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void func_8089E198(BgMizuMovebg* this, PlayState* play) {
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void BgMizuMovebg_SetScrollAlphas(BgMizuMovebg* this, PlayState* play) {
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f32 waterLevel = play->colCtx.colHeader->waterBoxes[2].ySurface;
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if (waterLevel < WATER_TEMPLE_WATER_F1_Y) {
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@ -234,36 +251,39 @@ void func_8089E198(BgMizuMovebg* this, PlayState* play) {
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this->scrollAlpha4 = this->scrollAlpha3;
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}
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void func_8089E318(BgMizuMovebg* this, PlayState* play) {
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void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
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WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
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f32 phi_f0;
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f32 targetPosY;
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s32 type;
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Vec3f sp28;
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Vec3f offsetPos;
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func_8089E198(this, play);
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BgMizuMovebg_SetScrollAlphas(this, play);
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type = MOVEBG_TYPE(this->dyna.actor.params);
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switch (type) {
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case 0:
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case 2:
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phi_f0 = waterBoxes[2].ySurface + 15.0f;
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if (phi_f0 < this->homeY - 700.0f) {
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
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targetPosY = waterBoxes[2].ySurface + 15.0f;
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if (targetPosY < this->homeY - 700.0f) {
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this->dyna.actor.world.pos.y = this->homeY - 700.0f;
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} else {
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this->dyna.actor.world.pos.y = phi_f0;
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this->dyna.actor.world.pos.y = targetPosY;
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}
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break;
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case 1:
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phi_f0 = waterBoxes[2].ySurface + 15.0f;
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if (phi_f0 < this->homeY - 710.0f) {
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case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
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targetPosY = waterBoxes[2].ySurface + 15.0f;
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if (targetPosY < this->homeY - 710.0f) {
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this->dyna.actor.world.pos.y = this->homeY - 710.0f;
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} else {
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this->dyna.actor.world.pos.y = phi_f0;
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this->dyna.actor.world.pos.y = targetPosY;
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}
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break;
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case 3:
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phi_f0 = this->homeY + D_8089EB40[func_8089DC30(play)];
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if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
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case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
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targetPosY =
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this->homeY + sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
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if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
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if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
|
||||
D_8089EE40 |= 2;
|
||||
this->sfxFlags |= 2;
|
||||
|
@ -277,15 +297,16 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
|
||||
if (Flags_GetSwitch(play, MOVEBG_FLAGS(this->dyna.actor.params))) {
|
||||
phi_f0 = this->homeY + 115.200005f;
|
||||
targetPosY = this->homeY + 115.200005f;
|
||||
} else {
|
||||
phi_f0 = this->homeY;
|
||||
targetPosY = this->homeY;
|
||||
}
|
||||
if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
|
||||
if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
|
||||
if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
|
||||
D_8089EE40 |= 2;
|
||||
this->sfxFlags |= 2;
|
||||
|
@ -299,23 +320,23 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
|
|||
|
||||
type = MOVEBG_TYPE(this->dyna.actor.params);
|
||||
switch (type) {
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
|
||||
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
|
||||
if (play->roomCtx.curRoom.num == this->dyna.actor.room) {
|
||||
Matrix_RotateY(BINANG_TO_RAD(this->dyna.actor.world.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&D_8089EBAC, &sp28);
|
||||
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
|
||||
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
|
||||
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
|
||||
Matrix_MultVec3f(&sOffsetPosition2, &offsetPos);
|
||||
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + offsetPos.x;
|
||||
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + offsetPos.y;
|
||||
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + offsetPos.z;
|
||||
this->dyna.actor.child->flags &= ~ACTOR_FLAG_0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void func_8089E650(BgMizuMovebg* this, PlayState* play) {
|
||||
void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) {
|
||||
Vec3f waypoint;
|
||||
f32 dist;
|
||||
f32 dx;
|
||||
|
@ -323,7 +344,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
|
|||
f32 dz;
|
||||
|
||||
this->dyna.actor.speed = MOVEBG_SPEED(this->dyna.actor.params) * 0.1f;
|
||||
func_8089E108(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
|
||||
BgMizuMovebg_SetPosFromPath(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
|
||||
dist = Actor_WorldDistXYZToPoint(&this->dyna.actor, &waypoint);
|
||||
if (dist < this->dyna.actor.speed) {
|
||||
this->dyna.actor.speed = dist;
|
||||
|
@ -337,7 +358,8 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
|
|||
this->waypointId++;
|
||||
if (this->waypointId >= play->pathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) {
|
||||
this->waypointId = 0;
|
||||
func_8089E108(play->pathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0);
|
||||
BgMizuMovebg_SetPosFromPath(play->pathList, &this->dyna.actor.world.pos,
|
||||
MOVEBG_PATH_ID(this->dyna.actor.params), 0);
|
||||
}
|
||||
}
|
||||
if (!(D_8089EE40 & 1) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
|
||||
|
@ -386,8 +408,8 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
|
|||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
if (this->dlist != NULL) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, this->dlist);
|
||||
if (this->dList != NULL) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, this->dList);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 795);
|
||||
|
|
|
@ -4,6 +4,18 @@
|
|||
#include "ultra64.h"
|
||||
#include "global.h"
|
||||
|
||||
typedef enum BgMizuMovebgType {
|
||||
/* 0 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR,
|
||||
/* 1 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST,
|
||||
/* 2 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR,
|
||||
/* 3 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM, // Dragon Statue leading to the Water Temple boss room
|
||||
/* 4 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_2, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
|
||||
/* 5 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_3, // Dragon Statues used in Water Temple puzzles
|
||||
/* 6 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_4, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
|
||||
/* 7 */ MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM,
|
||||
/* 8 */ MIZUMOVEBG_TYPE_MAX
|
||||
} BgMizuMovebgType;
|
||||
|
||||
struct BgMizuMovebg;
|
||||
|
||||
typedef void (*BgMizuMovebgActionFunc)(struct BgMizuMovebg*, PlayState*);
|
||||
|
@ -17,7 +29,7 @@ typedef struct BgMizuMovebg {
|
|||
/* 0x0174 */ s32 scrollAlpha3;
|
||||
/* 0x0178 */ s32 scrollAlpha4;
|
||||
/* 0x017C */ u8 sfxFlags;
|
||||
/* 0x0180 */ Gfx* dlist;
|
||||
/* 0x0180 */ Gfx* dList;
|
||||
/* 0x0184 */ s32 waypointId;
|
||||
} BgMizuMovebg; // size = 0x0188
|
||||
|
||||
|
|
Loading…
Reference in a new issue