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Po event (#368)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * and now for poe sister stuff * more matches * awful control flow still needed * complex control is comples * matched and documented * also remove .s * ZAP * .s files never die * more cleaning * a little more cleanup * data cleanup * merge and fix * removing globalCtx2 * dlists * forgot this * now with ColHeader * a little more * one last name change
This commit is contained in:
parent
2cea0d8b82
commit
3576f4c169
30 changed files with 599 additions and 2039 deletions
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@ -36,8 +36,7 @@ const ActorInit Bg_Gnd_Darkmeiro_InitVars = {
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extern Gfx D_060088B0[];
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extern Gfx D_0600BEC0[];
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extern UNK_TYPE D_0600C080;
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extern ColHeader D_0600C080;
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void BgGndDarkmeiro_ToggleBlock(BgGndDarkmeiro* this, GlobalContext* globalCtx) {
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if (this->actionFlags & 2) {
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@ -53,7 +52,7 @@ void BgGndDarkmeiro_ToggleBlock(BgGndDarkmeiro* this, GlobalContext* globalCtx)
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void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx) {
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GlobalContext* globalCtx2 = globalCtx;
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s32 local_c = 0;
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ColHeader* colHeader = NULL;
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BgGndDarkmeiro* this = THIS;
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this->updateFunc = BgGndDarkmeiro_Noop;
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@ -64,9 +63,9 @@ void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->dyna.actor.flags |= 0x80;
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break;
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case DARKMEIRO_CLEAR_BLOCK:
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DynaPolyInfo_Alloc(&D_0600C080, &local_c);
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DynaPolyInfo_Alloc(&D_0600C080, &colHeader);
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this->dyna.dynaPolyId =
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DynaPolyInfo_RegisterActor(globalCtx2, &globalCtx2->colCtx.dyna, &this->dyna.actor, local_c);
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DynaPolyInfo_RegisterActor(globalCtx2, &globalCtx2->colCtx.dyna, &this->dyna.actor, colHeader);
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if (((this->dyna.actor.params >> 8) & 0x3F) == 0x3F) {
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this->updateFunc = BgGndDarkmeiro_UpdateStaticBlock;
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this->dyna.actor.draw = BgGndDarkmeiro_DrawStaticBlock;
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@ -1,3 +1,9 @@
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/*
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* File: z_bg_po_event.c
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* Overlay: ovl_Bg_Po_Event
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* Description: Poe sisters' paintings and puzzle blocks
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*/
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#include "z_bg_po_event.h"
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#define FLAGS 0x00000000
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@ -9,7 +15,27 @@ void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgPoEvent_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgPoEvent_Draw(Actor* thisx, GlobalContext* globalCtx);
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/*
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void BgPoEvent_BlockWait(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockShake(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockIdle(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockPush(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockReset(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_BlockSolved(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_AmyWait(BgPoEvent* this, GlobalContext* globalCtx); // Amy is the green Poe
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void BgPoEvent_AmyPuzzle(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_PaintingEmpty(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_PaintingAppear(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_PaintingPresent(BgPoEvent* this, GlobalContext* globalCtx);
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void BgPoEvent_PaintingBurn(BgPoEvent* this, GlobalContext* globalCtx);
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extern Gfx D_060075A0[];
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extern Gfx D_060079E0[];
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extern Gfx D_06006830[];
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extern Gfx D_06006D60[];
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extern Gfx D_06007230[];
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extern ColHeader D_06007860;
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const ActorInit Bg_Po_Event_InitVars = {
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ACTOR_BG_PO_EVENT,
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ACTORTYPE_BG,
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@ -21,47 +47,573 @@ const ActorInit Bg_Po_Event_InitVars = {
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(ActorFunc)BgPoEvent_Update,
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(ActorFunc)BgPoEvent_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A6210.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A658C.s")
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static ColliderTrisItemInit sTrisItemsInit[2] = {
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{
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{ 0x04, { 0x00000000, 0x00, 0x00 }, { 0x0001F820, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { 25.0f, 33.0f, 0.0f }, { -25.0f, 33.0f, 0.0f }, { -25.0f, -33.0f, 0.0f } } },
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},
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{
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{ 0x04, { 0x00000000, 0x00, 0x00 }, { 0x0001F820, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { 25.0f, 33.0f, 0.0f }, { -25.0f, -33.0f, 0.0f }, { 25.0f, -33.0f, 0.0f } } },
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},
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/BgPoEvent_Init.s")
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static ColliderTrisInit sTrisInit = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, 0x20, COLSHAPE_TRIS },
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2,
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sTrisItemsInit,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/BgPoEvent_Destroy.s")
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static u8 sBlocksAtRest = 0;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A68D0.s")
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A69DC.s")
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static u8 sPuzzleState;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A6A94.s")
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void BgPoEvent_InitPaintings(BgPoEvent* this, GlobalContext* globalCtx) {
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static s16 paintingPosX[] = { -1302, -866, 1421, 985 };
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static s16 paintingPosY[] = { 1107, 1091 };
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static s16 paintingPosZ[] = { -3384, -3252 };
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ColliderTrisItemInit* item;
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Vec3f* vtxVec;
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s32 i1;
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s32 i2;
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Vec3f sp9C[3];
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f32 coss;
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f32 sins;
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f32 scaleY;
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s32 phi_t2;
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Actor* newPainting;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A6BC8.s")
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sins = Math_Sins(this->dyna.actor.shape.rot.y);
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coss = Math_Coss(this->dyna.actor.shape.rot.y);
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if (this->type == 4) {
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sins *= 2.4f;
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scaleY = 1.818f;
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coss *= 2.4f;
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} else {
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scaleY = 1.0f;
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}
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for (i1 = 0; i1 < sTrisInit.count; i1++) {
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item = &sTrisInit.list[i1];
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if (1) {} // This section looks like a macro of some sort.
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for (i2 = 0; i2 < 3; i2++) {
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vtxVec = &item->dim.vtx[i2];
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sp9C[i2].x = (vtxVec->x * coss) + (this->dyna.actor.initPosRot.pos.x + (sins * vtxVec->z));
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sp9C[i2].y = (vtxVec->y * scaleY) + this->dyna.actor.initPosRot.pos.y;
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sp9C[i2].z = this->dyna.actor.initPosRot.pos.z + (coss * vtxVec->z) - (vtxVec->x * sins);
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}
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func_800627A0(&this->collider, i1, &sp9C[0], &sp9C[1], &sp9C[2]);
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}
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if ((this->type != 4) && (this->index != 2)) {
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phi_t2 = (this->type == 2) ? this->index : this->index + 2;
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newPainting = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_PO_EVENT,
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paintingPosX[phi_t2], paintingPosY[this->index], paintingPosZ[this->index], 0,
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this->dyna.actor.shape.rot.y + 0x8000, 0,
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((this->index + 1) << 0xC) + (this->type << 8) + this->dyna.actor.params);
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if (newPainting == NULL) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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if (this->index == 0) {
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if (this->dyna.actor.child->child == NULL) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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this->dyna.actor.parent = this->dyna.actor.child->child;
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this->dyna.actor.child->child->child = &this->dyna.actor;
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}
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}
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this->timer = 0;
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if (this->type == 4) {
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sPuzzleState = 0;
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this->actionFunc = BgPoEvent_AmyWait;
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} else {
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sPuzzleState = (s32)(Math_Rand_ZeroOne() * 3.0f) % 3;
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this->actionFunc = BgPoEvent_PaintingEmpty;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A6CCC.s")
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void BgPoEvent_InitBlocks(BgPoEvent* this, GlobalContext* globalCtx) {
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static s16 blockPosX[] = { 2149, 1969, 1909 };
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static s16 blockPosZ[] = { -1410, -1350, -1530 };
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Actor* newBlock;
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ColHeader* colHeader = NULL;
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s32 bgId;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A6F7C.s")
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this->dyna.actor.flags |= 0x30;
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DynaPolyInfo_Alloc(&D_06007860, &colHeader);
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this->dyna.dynaPolyId =
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DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if ((this->type == 0) && (this->index != 3)) {
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newBlock = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_PO_EVENT,
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blockPosX[this->index], this->dyna.actor.posRot.pos.y, blockPosZ[this->index], 0,
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this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z - 0x4000,
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((this->index + 1) << 0xC) + (this->type << 8) + this->dyna.actor.params);
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if (newBlock == NULL) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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if (this->index == 0) {
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if (this->dyna.actor.child->child == NULL) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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if (this->dyna.actor.child->child->child == NULL) {
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Actor_Kill(&this->dyna.actor);
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Actor_Kill(this->dyna.actor.child);
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return;
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}
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this->dyna.actor.parent = this->dyna.actor.child->child->child;
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this->dyna.actor.child->child->child->child = &this->dyna.actor;
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}
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}
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this->dyna.actor.posRot.pos.y = 833.0f;
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this->dyna.actor.groundY = func_8003C9A4(&globalCtx->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor,
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&this->dyna.actor.posRot.pos);
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this->actionFunc = BgPoEvent_BlockWait;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7138.s")
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7238.s")
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void BgPoEvent_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgPoEvent* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A72AC.s")
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Actor_ProcessInitChain(thisx, sInitChain);
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this->type = (thisx->params >> 8) & 0xF;
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this->index = (thisx->params >> 0xC) & 0xF;
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thisx->params &= 0x3F;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7328.s")
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if (this->type >= 2) {
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Collider_InitTris(globalCtx, &this->collider);
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Collider_SetTris(globalCtx, &this->collider, thisx, &sTrisInit, this->colliderItems);
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if (Flags_GetSwitch(globalCtx, thisx->params)) {
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Actor_Kill(thisx);
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} else {
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BgPoEvent_InitPaintings(this, globalCtx);
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}
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} else {
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DynaPolyInfo_SetActorMove(&this->dyna, DPM_UNK);
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if (Flags_GetSwitch(globalCtx, thisx->params)) {
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Actor_Kill(thisx);
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} else {
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BgPoEvent_InitBlocks(this, globalCtx);
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7444.s")
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void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgPoEvent* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7500.s")
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if (this->type >= 2) {
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Collider_DestroyTris(globalCtx, &this->collider);
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} else {
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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if ((this->type == 1) && (gSaveContext.timer1Value > 0)) {
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gSaveContext.timer1State = 0xA;
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7530.s")
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void BgPoEvent_BlockWait(BgPoEvent* this, GlobalContext* globalCtx) {
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this->dyna.actor.posRot.pos.y = 833.0f;
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if (sPuzzleState == 0x3F) {
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if (this->type == 1) {
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func_800800F8(globalCtx, 0xC4E, 0x41, NULL, 0);
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}
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this->timer = 45;
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this->actionFunc = BgPoEvent_BlockShake;
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} else if (this->dyna.actor.xzDistFromLink > 50.0f) {
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if (this->type != 1) {
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sPuzzleState |= (1 << this->index);
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} else {
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sPuzzleState |= 0x10;
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}
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} else if (this->type != 1) {
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sPuzzleState &= ~(1 << this->index);
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} else {
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sPuzzleState &= ~0x10;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A7568.s")
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void BgPoEvent_BlockShake(BgPoEvent* this, GlobalContext* globalCtx) {
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DECR(this->timer);
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if (this->timer < 15) {
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this->dyna.actor.posRot.pos.x = this->dyna.actor.initPosRot.pos.x + 2.0f * ((this->timer % 3) - 1);
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if (!(this->timer % 4)) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
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}
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}
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if (this->timer == 0) {
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this->dyna.actor.posRot.pos.x = this->dyna.actor.initPosRot.pos.x;
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sPuzzleState = 0;
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this->timer = 60;
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this->actionFunc = BgPoEvent_BlockFall;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A75B8.s")
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void BgPoEvent_CheckBlock(BgPoEvent* this) {
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s32 phi_v1;
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s32 phi_a1;
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s32 phi_t0;
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s32 phi_a3;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/func_808A780C.s")
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if ((this->index == 3) || (this->index == 1)) {
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phi_v1 = this->dyna.actor.posRot.pos.z;
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phi_a1 = this->dyna.actor.child->posRot.pos.z;
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if (this->index == 3) {
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phi_a3 = this->dyna.actor.posRot.pos.x;
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phi_t0 = this->dyna.actor.child->posRot.pos.x;
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} else { // this->index == 1
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phi_a3 = this->dyna.actor.child->posRot.pos.x;
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phi_t0 = this->dyna.actor.posRot.pos.x;
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}
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} else {
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phi_v1 = this->dyna.actor.posRot.pos.x;
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phi_a1 = this->dyna.actor.child->posRot.pos.x;
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if (this->index == 0) {
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phi_a3 = this->dyna.actor.posRot.pos.z;
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phi_t0 = this->dyna.actor.child->posRot.pos.z;
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} else { // this->index == 2
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phi_a3 = this->dyna.actor.child->posRot.pos.z;
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phi_t0 = this->dyna.actor.posRot.pos.z;
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}
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}
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if ((phi_v1 == phi_a1) && ((phi_t0 - phi_a3) == 60)) {
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sPuzzleState |= (1 << this->index);
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} else {
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sPuzzleState &= ~(1 << this->index);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/BgPoEvent_Update.s")
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void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx) {
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static s32 firstFall = 0;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Po_Event/BgPoEvent_Draw.s")
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this->dyna.actor.velocity.y++;
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if (Math_ApproxF(&this->dyna.actor.posRot.pos.y, 433.0f, this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.flags &= ~0x20;
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
sBlocksAtRest++;
|
||||
if (this->type != 1) {
|
||||
BgPoEvent_CheckBlock(this);
|
||||
} else {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
func_80033E88(&this->dyna.actor, globalCtx, 5, 5);
|
||||
func_80088B34(this->timer);
|
||||
if (firstFall == 0) {
|
||||
firstFall = 1;
|
||||
} else {
|
||||
func_8002DF54(globalCtx, &PLAYER->actor, 7);
|
||||
}
|
||||
}
|
||||
this->direction = 0;
|
||||
this->actionFunc = BgPoEvent_BlockIdle;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_BlockIdle(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
Actor* amy;
|
||||
|
||||
if (sPuzzleState == 0xF) {
|
||||
this->actionFunc = BgPoEvent_BlockSolved;
|
||||
if ((this->type == 0) && (this->index == 0)) {
|
||||
amy =
|
||||
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, this->dyna.actor.posRot.pos.x + 30.0f,
|
||||
this->dyna.actor.posRot.pos.y - 30.0f, this->dyna.actor.posRot.pos.z + 30.0f, 0,
|
||||
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300);
|
||||
if (amy != NULL) {
|
||||
func_800800F8(globalCtx, 0xC62, 0x1E, amy, 0);
|
||||
}
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
gSaveContext.timer1State = 0xA;
|
||||
}
|
||||
} else {
|
||||
if ((gSaveContext.timer1Value == 0) && (sBlocksAtRest == 5)) {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
sPuzzleState = 0x10;
|
||||
sBlocksAtRest = 0;
|
||||
}
|
||||
if ((sPuzzleState == 0x40) || ((sPuzzleState == 0x10) && !Player_InCsMode(globalCtx))) {
|
||||
this->dyna.actor.posRot.rot.z = this->dyna.actor.shape.rot.z;
|
||||
this->actionFunc = BgPoEvent_BlockReset;
|
||||
if (sPuzzleState == 0x10) {
|
||||
sPuzzleState = 0x40;
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
|
||||
func_8002DF54(globalCtx, &player->actor, 8);
|
||||
}
|
||||
} else if (this->dyna.unk_150 != 0.0f) {
|
||||
if (this->direction == 0) {
|
||||
if (func_800435D8(globalCtx, &this->dyna, 0x1E, 0x32, -0x14) != 0) {
|
||||
sBlocksAtRest--;
|
||||
this->direction = (this->dyna.unk_150 >= 0.0f) ? 1.0f : -1.0f;
|
||||
this->actionFunc = BgPoEvent_BlockPush;
|
||||
} else {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
}
|
||||
} else {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
DECR(this->direction);
|
||||
}
|
||||
} else {
|
||||
this->direction = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_BlockPush(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
static f32 blockPushDist = 0.0f;
|
||||
f32 displacement;
|
||||
s32 blockStop;
|
||||
Player* player = PLAYER;
|
||||
|
||||
this->dyna.actor.speedXZ += 0.1f;
|
||||
this->dyna.actor.speedXZ = CLAMP_MAX(this->dyna.actor.speedXZ, 2.0f);
|
||||
blockStop = Math_ApproxF(&blockPushDist, 20.0f, this->dyna.actor.speedXZ);
|
||||
displacement = this->direction * blockPushDist;
|
||||
this->dyna.actor.posRot.pos.x = (Math_Sins(this->dyna.unk_158) * displacement) + this->dyna.actor.initPosRot.pos.x;
|
||||
this->dyna.actor.posRot.pos.z = (Math_Coss(this->dyna.unk_158) * displacement) + this->dyna.actor.initPosRot.pos.z;
|
||||
if (blockStop) {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
if ((this->dyna.unk_150 > 0.0f) && (func_800435D8(globalCtx, &this->dyna, 0x1E, 0x32, -0x14) == 0)) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
this->dyna.actor.initPosRot.pos.x = this->dyna.actor.posRot.pos.x;
|
||||
this->dyna.actor.initPosRot.pos.z = this->dyna.actor.posRot.pos.z;
|
||||
blockPushDist = 0.0f;
|
||||
this->dyna.actor.speedXZ = 0.0f;
|
||||
this->direction = 5;
|
||||
sBlocksAtRest++;
|
||||
this->actionFunc = BgPoEvent_BlockIdle;
|
||||
if (this->type == 1) {
|
||||
return;
|
||||
}
|
||||
BgPoEvent_CheckBlock(this);
|
||||
BgPoEvent_CheckBlock((BgPoEvent*)this->dyna.actor.parent);
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgPoEvent_BlockReset(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
|
||||
if (this->dyna.unk_150 != 0.0f) {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
}
|
||||
if (Math_ApproxF(&this->dyna.actor.posRot.pos.y, 493.0f, 1.0f) &&
|
||||
Math_ApproxUpdateScaledS(&this->dyna.actor.shape.rot.z, this->dyna.actor.posRot.rot.z - 0x4000, 0x400)) {
|
||||
|
||||
this->index = (this->index + 1) % 4;
|
||||
this->actionFunc = BgPoEvent_BlockFall;
|
||||
sPuzzleState = 0;
|
||||
if (this->type == 1) {
|
||||
this->timer += 10;
|
||||
this->timer = CLAMP_MAX(this->timer, 120);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_BlockSolved(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
|
||||
if (this->dyna.unk_150 != 0.0f) {
|
||||
player->stateFlags2 &= ~0x10;
|
||||
}
|
||||
if (Math_ApproxF(&this->dyna.actor.posRot.pos.y, 369.0f, 2.0f)) {
|
||||
sPuzzleState = 0x20;
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_AmyWait(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
if (this->collider.base.acFlags & 2) {
|
||||
sPuzzleState |= 0x20;
|
||||
this->timer = 5;
|
||||
func_8003426C(&this->dyna.actor, 0x4000, 0xFF, 0, 5);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_PO_LAUGH2);
|
||||
this->actionFunc = BgPoEvent_AmyPuzzle;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_AmyPuzzle(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Vec3f pos;
|
||||
|
||||
if (sPuzzleState == 0xF) {
|
||||
pos.x = this->dyna.actor.posRot.pos.x - 5.0f;
|
||||
pos.y = Math_Rand_CenteredFloat(120.0f) + this->dyna.actor.posRot.pos.y;
|
||||
pos.z = Math_Rand_CenteredFloat(120.0f) + this->dyna.actor.posRot.pos.z;
|
||||
EffectSsDeadDb_Spawn(globalCtx, &pos, &sZeroVec, &sZeroVec, 170, 0, 200, 255, 100, 170, 0, 255, 0, 1, 9, true);
|
||||
} else if (sPuzzleState == 0x20) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
} else {
|
||||
DECR(this->timer);
|
||||
}
|
||||
}
|
||||
|
||||
s32 BgPoEvent_NextPainting(BgPoEvent* this) {
|
||||
if ((this->dyna.actor.parent != NULL) && (this->dyna.actor.child != NULL)) {
|
||||
if (Math_Rand_ZeroOne() < 0.5f) {
|
||||
sPuzzleState = ((BgPoEvent*)this->dyna.actor.parent)->index;
|
||||
} else {
|
||||
sPuzzleState = ((BgPoEvent*)this->dyna.actor.child)->index;
|
||||
}
|
||||
} else if (this->dyna.actor.parent != NULL) {
|
||||
sPuzzleState = ((BgPoEvent*)this->dyna.actor.parent)->index;
|
||||
} else if (this->dyna.actor.child != NULL) {
|
||||
sPuzzleState = ((BgPoEvent*)this->dyna.actor.child)->index;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void BgPoEvent_PaintingEmpty(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
if (sPuzzleState == this->index) {
|
||||
this->timer = 255;
|
||||
this->actionFunc = BgPoEvent_PaintingAppear;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_PaintingAppear(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
this->timer -= 20;
|
||||
if (this->timer <= 0) {
|
||||
this->timer = 1000;
|
||||
this->actionFunc = BgPoEvent_PaintingPresent;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_PaintingVanish(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
this->timer += 20;
|
||||
if (this->timer >= 255) {
|
||||
BgPoEvent_NextPainting(this);
|
||||
this->actionFunc = BgPoEvent_PaintingEmpty;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_PaintingPresent(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Actor* thisx = &this->dyna.actor;
|
||||
Player* player = PLAYER;
|
||||
|
||||
DECR(this->timer);
|
||||
|
||||
if (((this->timer == 0) || ((thisx->xzDistFromLink < 150.0f) && (thisx->yDistFromLink < 50.0f)) ||
|
||||
(func_8002DD78(player) && (thisx->xzDistFromLink < 320.0f) &&
|
||||
((this->index != 2) ? (thisx->yDistFromLink < 100.0f) : (thisx->yDistFromLink < 0.0f)) &&
|
||||
func_8002DFC8(thisx, 0x2000, globalCtx))) &&
|
||||
((thisx->parent != NULL) || (thisx->child != NULL))) {
|
||||
/*The third condition in the || is checking if
|
||||
1) Link is holding a ranged weapon
|
||||
2) Link is too close in the xz plane
|
||||
3) Link is too close in the y direction. The painting
|
||||
under the balcony allows him to be closer.
|
||||
4) Link is within 45 degrees of facing the painting. */
|
||||
this->timer = 0;
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EN_PO_LAUGH);
|
||||
this->actionFunc = BgPoEvent_PaintingVanish;
|
||||
} else if (this->collider.base.acFlags & 2) {
|
||||
if (!BgPoEvent_NextPainting(this)) {
|
||||
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, thisx->posRot.pos.x,
|
||||
thisx->posRot.pos.y - 40.0f, thisx->posRot.pos.z, 0, thisx->shape.rot.y, 0,
|
||||
thisx->params + ((this->type - 1) << 8));
|
||||
func_800800F8(globalCtx, 0xC58, 0x50, thisx, 0);
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
|
||||
} else {
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EN_PO_LAUGH2);
|
||||
func_800800F8(globalCtx, 0xC58, 0x23, thisx, 0);
|
||||
}
|
||||
if (thisx->parent != NULL) {
|
||||
thisx->parent->child = NULL;
|
||||
thisx->parent = NULL;
|
||||
}
|
||||
if (thisx->child != NULL) {
|
||||
thisx->child->parent = NULL;
|
||||
thisx->child = NULL;
|
||||
}
|
||||
this->timer = 20;
|
||||
this->actionFunc = BgPoEvent_PaintingBurn;
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_PaintingBurn(BgPoEvent* this, GlobalContext* globalCtx) {
|
||||
Vec3f sp54;
|
||||
|
||||
this->timer--;
|
||||
sp54.x = (Math_Sins(this->dyna.actor.shape.rot.y) * 5.0f) + this->dyna.actor.posRot.pos.x;
|
||||
sp54.y = Math_Rand_CenteredFloat(66.0f) + this->dyna.actor.posRot.pos.y;
|
||||
sp54.z = Math_Rand_CenteredFloat(50.0f) + this->dyna.actor.posRot.pos.z;
|
||||
if (this->timer >= 0) {
|
||||
if (this->type == 2) {
|
||||
EffectSsDeadDb_Spawn(globalCtx, &sp54, &sZeroVec, &sZeroVec, 100, 0, 255, 255, 150, 170, 255, 0, 0, 1, 9,
|
||||
true);
|
||||
} else {
|
||||
EffectSsDeadDb_Spawn(globalCtx, &sp54, &sZeroVec, &sZeroVec, 100, 0, 200, 255, 255, 170, 50, 100, 255, 1, 9,
|
||||
true);
|
||||
}
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
this->dyna.actor.draw = NULL;
|
||||
}
|
||||
if (this->timer < -60) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
BgPoEvent* this = THIS;
|
||||
|
||||
this->actionFunc(this, globalCtx);
|
||||
if ((this->actionFunc == BgPoEvent_AmyWait) || (this->actionFunc == BgPoEvent_PaintingPresent)) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
|
||||
void BgPoEvent_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
static Gfx* displayLists[] = { D_060075A0, D_060079E0, D_06006830, D_06006D60, D_06007230 };
|
||||
s32 pad;
|
||||
BgPoEvent* this = THIS;
|
||||
u8 alpha;
|
||||
Vec3f sp58;
|
||||
Vec3f sp4C;
|
||||
f32 sp48;
|
||||
s32 pad2;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_po_event.c", 1481);
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
if ((this->type == 3) || (this->type == 2)) {
|
||||
if (this->actionFunc == BgPoEvent_PaintingEmpty) {
|
||||
alpha = 255;
|
||||
} else if (this->actionFunc == BgPoEvent_PaintingPresent) {
|
||||
alpha = 0;
|
||||
} else {
|
||||
alpha = this->timer;
|
||||
}
|
||||
gDPSetEnvColor(oGfxCtx->polyOpa.p++, 255, 255, 255, alpha);
|
||||
}
|
||||
gSPMatrix(oGfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_po_event.c", 1501),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(oGfxCtx->polyOpa.p++, displayLists[this->type]);
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_po_event.c", 1508);
|
||||
|
||||
if ((this->type == 0) || (this->type == 1)) {
|
||||
sp48 = (833.0f - this->dyna.actor.posRot.pos.y) * 0.0025f;
|
||||
if (!(sp48 > 1.0f)) {
|
||||
sp58.x = this->dyna.actor.posRot.pos.x;
|
||||
sp58.y = this->dyna.actor.posRot.pos.y - 30.0f;
|
||||
sp58.z = this->dyna.actor.posRot.pos.z;
|
||||
sp4C.y = 1.0f;
|
||||
sp4C.x = sp4C.z = (sp48 * 0.3f) + 0.4f;
|
||||
func_80033C30(&sp58, &sp4C, (u8)(155.0f + sp48 * 100.0f), globalCtx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,9 +6,17 @@
|
|||
|
||||
struct BgPoEvent;
|
||||
|
||||
typedef void (*BgPoEventActionFunc)(struct BgPoEvent*, GlobalContext*);
|
||||
|
||||
typedef struct BgPoEvent {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ char unk_14C[0xFC];
|
||||
/* 0x0000 */ DynaPolyActor dyna;
|
||||
/* 0x0164 */ BgPoEventActionFunc actionFunc;
|
||||
/* 0x0168 */ u8 type;
|
||||
/* 0x0169 */ u8 index;
|
||||
/* 0x016A */ s8 direction;
|
||||
/* 0x016C */ s16 timer;
|
||||
/* 0x0170 */ ColliderTris collider;
|
||||
/* 0x0190 */ ColliderTrisItem colliderItems[2];
|
||||
} BgPoEvent; // size = 0x0248
|
||||
|
||||
extern const ActorInit Bg_Po_Event_InitVars;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue