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Docs for the Anime part of SkelAnime (#517)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* more names

* so many names

* we got subsystems now

* slight cleanup

* merge part 2

* new naming scheme

* slight adjustment

* no limit

* syms maybe

* step one

* OK, it's fixed

* table

* some names and such

* comments**

* update zap

* gitkeep to please jenkins

* ZAP

* fixer

* fixer2

* fixer3

* zap

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
petrie911 2020-12-29 16:46:46 -06:00 committed by GitHub
parent e4d88bf942
commit 2dfa188706
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GPG key ID: 4AEE18F83AFDEB23
1187 changed files with 5434 additions and 5367 deletions

View file

@ -93,7 +93,7 @@ static EnDaikuEscapeSubCamParam sEscapeSubCamParams[] = {
{ { -40, 60, 60 }, 120 },
};
void EnDaiku_ChangeAnim(EnDaiku* this, s32 animIndex, s32* currentAnimIndex) {
void EnDaiku_Change(EnDaiku* this, s32 animIndex, s32* currentAnimIndex) {
f32 transitionRate;
if (*currentAnimIndex < 0 || *currentAnimIndex == animIndex) {
@ -102,9 +102,8 @@ void EnDaiku_ChangeAnim(EnDaiku* this, s32 animIndex, s32* currentAnimIndex) {
transitionRate = sAnimations[animIndex].transitionRate;
}
SkelAnime_ChangeAnim(&this->skelAnime, sAnimations[animIndex].anim, 1.0f, 0.0f,
SkelAnime_GetFrameCount(sAnimations[animIndex].anim), sAnimations[animIndex].mode,
transitionRate);
Animation_Change(&this->skelAnime, sAnimations[animIndex].anim, 1.0f, 0.0f,
Animation_GetLastFrame(sAnimations[animIndex].anim), sAnimations[animIndex].mode, transitionRate);
*currentAnimIndex = animIndex;
}
@ -135,8 +134,7 @@ void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.shape.rot.z = 0;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007958, NULL, this->limbDrawTable, this->transitionDrawTable,
17);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007958, NULL, this->jointTable, this->morphTable, 17);
if (!noKill) {
Actor_Kill(&this->actor);
@ -147,9 +145,8 @@ void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
func_80061EFC(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2);
SkelAnime_ChangeAnim(&this->skelAnime, sAnimations[0].anim, 1.0f, 0.0f,
SkelAnime_GetFrameCount(sAnimations[0].anim), sAnimations[0].mode,
sAnimations[0].transitionRate);
Animation_Change(&this->skelAnime, sAnimations[0].anim, 1.0f, 0.0f, Animation_GetLastFrame(sAnimations[0].anim),
sAnimations[0].mode, sAnimations[0].transitionRate);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
@ -160,19 +157,19 @@ void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
this->initPos = this->actor.posRot.pos;
if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex);
EnDaiku_Change(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
this->actionFunc = EnDaiku_Jailed;
} else {
if ((this->actor.params & 3) == 1 || (this->actor.params & 3) == 3) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex);
EnDaiku_Change(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1;
} else {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex);
EnDaiku_Change(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
}
this->skelAnime.animCurrentFrame = (s32)(Rand_ZeroOne() * this->skelAnime.animFrameCount);
this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame);
this->actionFunc = EnDaiku_TentIdle;
}
}
@ -322,7 +319,7 @@ void EnDaiku_UpdateText(EnDaiku* this, GlobalContext* globalCtx);
* The carpenter is idling in the tent.
*/
void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
EnDaiku_UpdateText(this, globalCtx);
}
@ -337,13 +334,13 @@ void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx) {
if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING)) {
EnDaiku_UpdateText(this, globalCtx);
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
gerudo = (EnGeldB*)Actor_Find(&globalCtx->actorCtx, ACTOR_EN_GELDB, ACTORTYPE_ENEMY);
if (gerudo == NULL) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDODEFEATED;
this->stateFlags &= ~ENDAIKU_STATEFLAG_GERUDOFIGHTING;
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex);
EnDaiku_Change(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex);
this->actionFunc = EnDaiku_WaitFreedom;
} else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING;
@ -356,7 +353,7 @@ void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx) {
* to then talk to him
*/
void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (Flags_GetSwitch(globalCtx, this->actor.params >> 8 & 0x3F)) {
this->actor.flags |= 9;
@ -376,7 +373,7 @@ void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) {
s32 exitLoop;
func_800F5C64(0x51);
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex);
EnDaiku_Change(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex);
this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2);
gSaveContext.eventChkInf[9] |= 1 << (this->actor.params & 3);
@ -410,7 +407,7 @@ void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx) {
s16 diff;
diff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (diff == 0) {
this->actionFunc = EnDaiku_EscapeRun;
this->actionFunc(this, globalCtx);
@ -532,7 +529,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) {
}
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
}
void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx) {
@ -541,7 +538,7 @@ void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (this->currentAnimIndex == ENDAIKU_ANIM_RUN) {
curFrame = this->skelAnime.animCurrentFrame;
curFrame = this->skelAnime.curFrame;
if (curFrame == 6 || curFrame == 15) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
@ -582,7 +579,7 @@ void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx) {
gDPSetEnvColor(POLY_OPA_DISP++, 200, 0, 150, 255);
}
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnDaiku_OverrideLimbDraw, EnDaiku_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_daiku.c", 1255);
@ -602,7 +599,7 @@ s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Ve
break;
}
return 0;
return false;
}
void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx) {

View file

@ -31,8 +31,8 @@ typedef struct EnDaiku {
/* 0x023C */ s32 stateFlags;
/* 0x0240 */ s32 startFightSwitchFlag;
/* 0x0244 */ struct_80034A14_arg1 unk_244; // probably related to animating torso and head towards the player
/* 0x026C */ Vec3s limbDrawTable[17];
/* 0x02D2 */ Vec3s transitionDrawTable[17];
/* 0x026C */ Vec3s jointTable[17];
/* 0x02D2 */ Vec3s morphTable[17];
/* 0x0338 */ Vec3s initRot;
/* 0x0340 */ Vec3f initPos;
} EnDaiku; // size = 0x034C