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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1187 changed files with 5434 additions and 5367 deletions

View file

@ -76,8 +76,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) {
u16 time;
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_0600BAC8, &D_06005C30, this->limbDrawTable,
this->transitionDrawTable, 17);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_0600BAC8, &D_06005C30, this->jointTable, this->morphTable, 17);
this->type = (this->actor.params >> 8) & 0xFF;
this->path = this->actor.params & 0xFF;
@ -140,10 +139,9 @@ void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
f32 frameCount = Animation_GetLastFrame(&D_06005880);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, (s16)frameCount, 0,
this->transitionRate);
Animation_Change(&this->skelAnime, &D_06005880, this->animSpeed, 0.0f, (s16)frameCount, 0, this->transitionRate);
this->bodyTurnSpeed = 0.0f;
this->moveSpeed = 0.0f;
this->headDirection = Rand_ZeroFloat(1.99f);
@ -157,9 +155,9 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
f32 pathDiffZ;
s16 randOffset;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (func_800A56C8(&this->skelAnime, 1.0f) || func_800A56C8(&this->skelAnime, 17.0f)) {
if (Animation_OnFrame(&this->skelAnime, 1.0f) || Animation_OnFrame(&this->skelAnime, 17.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_KNIGHT_WALK);
}
@ -224,9 +222,9 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupMoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005880);
f32 frameCount = Animation_GetLastFrame(&D_06005880);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005880, 3.0f, 0.0f, (s16)frameCount, 0, -3.0f);
Animation_Change(&this->skelAnime, &D_06005880, 3.0f, 0.0f, (s16)frameCount, 0, -3.0f);
this->bodyTurnSpeed = 0.0f;
this->moveSpeed = 0.0f;
func_8010B680(globalCtx, 0x702D, &this->actor);
@ -237,7 +235,7 @@ void EnHeishi1_SetupMoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
Math_ApproachF(&this->actor.posRot.pos.x, player->actor.posRot.pos.x, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.posRot.pos.z, player->actor.posRot.pos.z, 1.0f, this->moveSpeed);
Math_ApproachF(&this->moveSpeed, 6.0f, 1.0f, 0.4f);
@ -252,10 +250,9 @@ void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx) {
s16 rand;
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, (s16)frameCount, 0,
this->transitionRate);
Animation_Change(&this->skelAnime, &D_06005C30, this->animSpeed, 0.0f, (s16)frameCount, 0, this->transitionRate);
this->headBehaviorDecided = false;
this->headDirection = Rand_ZeroFloat(1.99f);
rand = Rand_ZeroFloat(50.0f);
@ -267,7 +264,7 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
s16 randOffset;
s32 i;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (!sPlayerIsCaught) {
switch (this->headBehaviorDecided) {
case false:
@ -322,15 +319,15 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupTurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->kickTimer = 30;
this->actionFunc = EnHeishi1_TurnTowardLink;
}
void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->type != 5) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 3, this->bodyTurnSpeed, 0);
@ -344,14 +341,14 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupKick(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->actionFunc = EnHeishi1_Kick;
}
void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (!this->loadStarted) {
// if dialog state is 5 and textbox has been advanced, kick player out
if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && (func_80106BC8(globalCtx))) {
@ -370,14 +367,14 @@ void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
}
void EnHeishi1_SetupWaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
f32 frameCount = SkelAnime_GetFrameCount(&D_06005C30);
f32 frameCount = Animation_GetLastFrame(&D_06005C30);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
Animation_Change(&this->skelAnime, &D_06005C30, 1.0f, 0.0f, (s16)frameCount, 0, -10.0f);
this->actionFunc = EnHeishi1_WaitNight;
}
void EnHeishi1_WaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
SkelAnime_Update(&this->skelAnime);
if (this->actor.xzDistFromLink < 100.0f) {
func_8010B680(globalCtx, 0x702D, &this->actor);
@ -490,7 +487,7 @@ s32 EnHeishi1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
rot->x += (s16)this->headAngle;
}
return 0;
return false;
}
void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx) {
@ -499,8 +496,8 @@ void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx) {
Vec3f matrixScale = { 0.3f, 0.3f, 0.3f };
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnHeishi1_OverrideLimbDraw,
NULL, this);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnHeishi1_OverrideLimbDraw, NULL,
this);
func_80033C30(&this->actor.posRot.pos, &matrixScale, 0xFF, globalCtx);
if ((this->path == BREG(1)) && (BREG(0) != 0)) {

View file

@ -11,8 +11,8 @@ typedef void (*EnHeishi1ActionFunc)(struct EnHeishi1*, GlobalContext*);
typedef struct EnHeishi1 {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s limbDrawTable[17];
/* 0x01F6 */ Vec3s transitionDrawTable[17];
/* 0x0190 */ Vec3s jointTable[17];
/* 0x01F6 */ Vec3s morphTable[17];
/* 0x025C */ EnHeishi1ActionFunc actionFunc;
/* 0x0260 */ s16 activeTimer;
/* 0x0262 */ s16 headDirection;