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[Doc] Actor Bg_Hidan_Fslift (Fire Temple hookshot elevator) (#1579)

* doc bg_hidan_fslift

* improve name for hookshot block pos function

* comment explaining cameraSetting

* improve comment

* Update src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* rename to Idle

---------

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
krm01 2023-11-19 10:34:25 -08:00 committed by GitHub
parent aef0335681
commit 2aaa286cf8
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 29 additions and 27 deletions

View file

@ -14,9 +14,9 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play);
void BgHidanFslift_Update(Actor* thisx, PlayState* play);
void BgHidanFslift_Draw(Actor* thisx, PlayState* play);
void func_80886FCC(BgHidanFslift* this, PlayState* play);
void func_8088706C(BgHidanFslift* this, PlayState* play);
void func_808870D8(BgHidanFslift* this, PlayState* play);
void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play);
void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play);
void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play);
ActorInit Bg_Hidan_Fslift_InitVars = {
/**/ ACTOR_BG_HIDAN_FSLIFT,
@ -53,10 +53,10 @@ void BgHidanFslift_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->dyna.actor);
return;
}
this->actionFunc = func_80886FCC;
this->actionFunc = BgHidanFslift_Idle;
}
void func_80886F24(BgHidanFslift* this) {
void BgHidanFslift_SetHookshotTargetPos(BgHidanFslift* this) {
if (this->dyna.actor.child != NULL && this->dyna.actor.child->update != NULL) {
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 40.0f;
@ -72,53 +72,53 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_80886FB4(BgHidanFslift* this) {
void BgHidanFslift_SetupIdle(BgHidanFslift* this) {
this->timer = 40;
this->actionFunc = func_80886FCC;
this->actionFunc = BgHidanFslift_Idle;
}
void func_80886FCC(BgHidanFslift* this, PlayState* play) {
s32 heightBool;
void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play) {
s32 nearHomePos;
if (this->timer) {
this->timer--;
}
if (this->timer == 0) {
heightBool = false;
nearHomePos = false;
if ((this->dyna.actor.world.pos.y - this->dyna.actor.home.pos.y) < 0.5f) {
heightBool = true;
nearHomePos = true;
}
if (DynaPolyActor_IsPlayerAbove(&this->dyna) && heightBool) {
this->actionFunc = func_808870D8;
} else if (!heightBool) {
this->actionFunc = func_8088706C;
if (DynaPolyActor_IsPlayerAbove(&this->dyna) && nearHomePos) {
this->actionFunc = BgHidanFslift_Ascend;
} else if (!nearHomePos) {
this->actionFunc = BgHidanFslift_Descend;
}
}
}
void func_8088706C(BgHidanFslift* this, PlayState* play) {
void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 4.0f)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
func_80886FB4(this);
BgHidanFslift_SetupIdle(this);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
func_80886F24(this);
BgHidanFslift_SetHookshotTargetPos(this);
}
void func_808870D8(BgHidanFslift* this, PlayState* play) {
void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play) {
if (DynaPolyActor_IsPlayerAbove(&this->dyna)) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 790.0f, 4.0f)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
func_80886FB4(this);
BgHidanFslift_SetupIdle(this);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
} else {
func_80886FB4(this);
BgHidanFslift_SetupIdle(this);
}
func_80886F24(this);
BgHidanFslift_SetHookshotTargetPos(this);
}
void BgHidanFslift_Update(Actor* thisx, PlayState* play) {
@ -126,15 +126,17 @@ void BgHidanFslift_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->unk_16A == 0) {
this->unk_16A = 3;
if (this->cameraSetting == CAM_SET_NONE) {
this->cameraSetting = CAM_SET_DUNGEON0;
}
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->unk_16A != 0) {
if (this->cameraSetting != CAM_SET_NONE) {
// Given the values that get set to `cameraSetting`, it seems likely that it was intended to be
// passed to the function call below. But instead `CAM_SET_DUNGEON0` is used directly.
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
this->unk_16A = 0;
this->cameraSetting = CAM_SET_NONE;
}
}

View file

@ -12,7 +12,7 @@ typedef struct BgHidanFslift {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgHidanFsliftActionFunc actionFunc;
/* 0x0168 */ s16 timer;
/* 0x016A */ s16 unk_16A;
/* 0x016A */ s16 cameraSetting;
} BgHidanFslift; // size = 0x016C
#endif