mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-29 03:34:07 +00:00
parent
76cffddf29
commit
38bcbdb0b9
3 changed files with 61 additions and 71 deletions
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@ -119,55 +119,45 @@ void func_809BC2A4(EnBdfire* this, GlobalContext* globalCtx) {
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}
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void func_809BC598(EnBdfire* this, GlobalContext* globalCtx) {
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s16 phi_v1_2;
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s16 quarterTurn;
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Player* player = GET_PLAYER(globalCtx);
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f32 distToBurn;
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BossDodongo* bossDodongo;
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s16 i;
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s16 phi_v1;
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s32 temp;
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bossDodongo = ((BossDodongo*)this->actor.parent);
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this->unk_158 = bossDodongo->unk_1A2;
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phi_v1_2 = 0;
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quarterTurn = false;
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if (this->actor.params == 0) {
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Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_FIRE - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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}
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Math_SmoothStepToF(&this->actor.scale.x, this->unk_188, 0.3f, 0.5f, 0.0f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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if (this->actor.world.pos.x < -1390.0f) {
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if (this->actor.velocity.x < -10.0f) {
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this->actor.world.pos.x = -1390.0f;
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phi_v1_2 = 1;
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}
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if ((this->actor.world.pos.x < -1390.0f) && (this->actor.velocity.x < -10.0f)) {
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this->actor.world.pos.x = -1390.0f;
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quarterTurn = true;
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}
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if ((this->actor.world.pos.x > -390.0f) && (this->actor.velocity.x > 10.0f)) {
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this->actor.world.pos.x = -390.0f;
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phi_v1_2 = 1;
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quarterTurn = true;
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}
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if ((this->actor.world.pos.z > -2804.0f) && (this->actor.velocity.z > 10.0f)) {
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this->actor.world.pos.z = -2804.0f;
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phi_v1_2 = 1;
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quarterTurn = true;
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}
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if ((this->actor.world.pos.z < -3804.0f) && (this->actor.velocity.z < -10.0f)) {
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this->actor.world.pos.z = -3804.0f;
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phi_v1_2 = 1;
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quarterTurn = true;
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}
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if (phi_v1_2 != 0) {
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if (quarterTurn) {
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if (this->unk_158 == 0) {
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this->actor.world.rot.y += 0x4000;
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} else {
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this->actor.world.rot.y -= 0x4000;
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}
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}
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if (this->unk_154 == 0) {
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temp = 0;
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} else {
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this->unk_154--;
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temp = this->unk_154;
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}
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if (temp == 0) {
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if (DECR(this->unk_154) == 0) {
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Math_SmoothStepToF(&this->unk_18C, 0.0f, 1.0f, 10.0f, 0.0f);
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if (this->unk_18C < 10.0f) {
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Actor_Kill(&this->actor);
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@ -200,11 +190,11 @@ void EnBdfire_DrawFire(EnBdfire* this, GlobalContext* globalCtx) {
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object_kingdodongo_Tex_0294E0, object_kingdodongo_Tex_02A4E0, object_kingdodongo_Tex_02B4E0,
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object_kingdodongo_Tex_02C4E0, object_kingdodongo_Tex_02D4E0,
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};
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s16 temp;
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s16 texIndex;
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s32 pad;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bdfire.c", 612);
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temp = this->unk_156 & 7;
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texIndex = this->unk_156 & 7;
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Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
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func_80094BC4(globalCtx->state.gfxCtx);
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POLY_XLU_DISP = func_80094968(POLY_XLU_DISP);
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@ -214,7 +204,7 @@ void EnBdfire_DrawFire(EnBdfire* this, GlobalContext* globalCtx) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 100, (s8)this->unk_18C);
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gDPSetEnvColor(POLY_XLU_DISP++, 200, 0, 0, 0);
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gSPSegment(POLY_XLU_DISP++, 8, SEGMENTED_TO_VIRTUAL(D_809BCB10[temp]));
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gSPSegment(POLY_XLU_DISP++, 8, SEGMENTED_TO_VIRTUAL(D_809BCB10[texIndex]));
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Matrix_Translate(0.0f, 11.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bdfire.c", 647),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -62,13 +62,13 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP),
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};
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static AnimationHeader* D_809FCECC[] = { &gDoor3Anim, &gDoor1Anim, &gDoor4Anim, &gDoor2Anim };
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static AnimationHeader* sDoorAnims[] = { &gDoor3Anim, &gDoor1Anim, &gDoor4Anim, &gDoor2Anim };
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static u8 sDoorAnimOpenFrames[] = { 25, 25, 25, 25 };
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static u8 sDoorAnimCloseFrames[] = { 60, 70, 60, 70 };
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static Gfx* D_809FCEE4[5][2] = {
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static Gfx* sDoorDLists[5][2] = {
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{ gDoorLeftDL, gDoorRightDL },
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{ gFireTempleDoorWithHandleFrontDL, gFireTempleDoorWithHandleBackDL },
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{ gWaterTempleDoorLeftDL, gWaterTempleDoorRightDL },
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@ -185,13 +185,13 @@ void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s32 doorType;
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Vec3f playerPosRelToDoor;
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s16 phi_v0;
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s16 yawDiff;
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doorType = this->actor.params >> 7 & 7;
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func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos);
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if (this->playerIsOpening != 0) {
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this->actionFunc = EnDoor_Open;
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Animation_PlayOnceSetSpeed(&this->skelAnime, D_809FCECC[this->animStyle],
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Animation_PlayOnceSetSpeed(&this->skelAnime, sDoorAnims[this->animStyle],
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(player->stateFlags1 & PLAYER_STATE1_27) ? 0.75f : 1.5f);
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if (this->lockTimer != 0) {
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gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
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@ -201,11 +201,11 @@ void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx) {
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} else if (!Player_InCsMode(globalCtx)) {
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if (fabsf(playerPosRelToDoor.y) < 20.0f && fabsf(playerPosRelToDoor.x) < 20.0f &&
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fabsf(playerPosRelToDoor.z) < 50.0f) {
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phi_v0 = player->actor.shape.rot.y - this->actor.shape.rot.y;
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yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
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if (playerPosRelToDoor.z > 0.0f) {
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phi_v0 = 0x8000 - phi_v0;
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yawDiff = 0x8000 - yawDiff;
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}
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if (ABS(phi_v0) < 0x3000) {
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if (ABS(yawDiff) < 0x3000) {
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if (this->lockTimer != 0) {
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if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0) {
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Player* player2 = GET_PLAYER(globalCtx);
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@ -299,27 +299,27 @@ void EnDoor_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 EnDoor_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 pad;
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TransitionActorEntry* transitionEntry;
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Gfx** temp_a2;
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Gfx** doorDLists;
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s32 pad2;
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s16 phi_v0_2;
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s32 phi_v0;
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s16 rotDiff;
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s32 doorDListIndex;
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EnDoor* this = (EnDoor*)thisx;
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if (limbIndex == 4) {
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temp_a2 = D_809FCEE4[this->dListIndex];
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doorDLists = sDoorDLists[this->dListIndex];
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transitionEntry = &globalCtx->transiActorCtx.list[(u16)this->actor.params >> 0xA];
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rot->z += this->actor.world.rot.y;
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if ((globalCtx->roomCtx.prevRoom.num >= 0) ||
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(transitionEntry->sides[0].room == transitionEntry->sides[1].room)) {
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phi_v0_2 = ((this->actor.shape.rot.y + this->skelAnime.jointTable[3].z) + rot->z) -
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Math_Vec3f_Yaw(&globalCtx->view.eye, &this->actor.world.pos);
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*dList = (ABS(phi_v0_2) < 0x4000) ? temp_a2[0] : temp_a2[1];
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rotDiff = ((this->actor.shape.rot.y + this->skelAnime.jointTable[3].z) + rot->z) -
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Math_Vec3f_Yaw(&globalCtx->view.eye, &this->actor.world.pos);
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*dList = (ABS(rotDiff) < 0x4000) ? doorDLists[0] : doorDLists[1];
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} else {
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phi_v0 = this->unk_192;
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doorDListIndex = this->unk_192;
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if (transitionEntry->sides[0].room != this->actor.room) {
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phi_v0 ^= 1;
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doorDListIndex ^= 1;
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}
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*dList = temp_a2[phi_v0];
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*dList = doorDLists[doorDListIndex];
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}
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}
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return false;
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@ -118,7 +118,7 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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WaterBox* outWaterBox;
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f32 ySurface;
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s32 sp30;
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s32 floorBgId;
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Actor_ProcessInitChain(thisx, sInitChain);
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this->numShots = (thisx->params >> 8) & 0xFF;
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@ -133,7 +133,7 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->numShots = 1;
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}
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thisx->floorHeight =
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BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &thisx->floorPoly, &sp30, thisx, &thisx->world.pos);
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BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos);
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//! @bug calls WaterBox_GetSurfaceImpl directly
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if (!WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface,
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&outWaterBox) ||
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@ -262,20 +262,20 @@ void EnOkuta_SetupFreeze(EnOkuta* this) {
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void EnOkuta_SpawnProjectile(EnOkuta* this, GlobalContext* globalCtx) {
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Vec3f pos;
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Vec3f velocity;
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f32 sin = Math_SinS(this->actor.shape.rot.y);
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f32 cos = Math_CosS(this->actor.shape.rot.y);
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f32 sinY = Math_SinS(this->actor.shape.rot.y);
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f32 cosY = Math_CosS(this->actor.shape.rot.y);
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pos.x = this->actor.world.pos.x + (25.0f * sin);
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pos.x = this->actor.world.pos.x + (25.0f * sinY);
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pos.y = this->actor.world.pos.y - 6.0f;
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pos.z = this->actor.world.pos.z + (25.0f * cos);
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pos.z = this->actor.world.pos.z + (25.0f * cosY);
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if (Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_OKUTA, pos.x, pos.y, pos.z, this->actor.shape.rot.x,
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this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10) != NULL) {
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pos.x = this->actor.world.pos.x + (40.0f * sin);
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pos.z = this->actor.world.pos.z + (40.0f * cos);
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pos.x = this->actor.world.pos.x + (40.0f * sinY);
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pos.z = this->actor.world.pos.z + (40.0f * cosY);
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pos.y = this->actor.world.pos.y;
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velocity.x = 1.5f * sin;
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velocity.x = 1.5f * sinY;
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velocity.y = 0.0f;
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velocity.z = 1.5f * cos;
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velocity.z = 1.5f * cosY;
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EnOkuta_SpawnDust(&pos, &velocity, 20, globalCtx);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
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@ -333,8 +333,8 @@ void EnOkuta_Hide(EnOkuta* this, GlobalContext* globalCtx) {
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}
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void EnOkuta_WaitToShoot(EnOkuta* this, GlobalContext* globalCtx) {
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s16 temp_v0_2;
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s32 phi_v1;
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s16 yawDiff;
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s32 absYawDiff;
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this->actor.world.pos.y = this->actor.home.pos.y;
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SkelAnime_Update(&this->skelAnime);
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@ -349,9 +349,9 @@ void EnOkuta_WaitToShoot(EnOkuta* this, GlobalContext* globalCtx) {
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if (this->actor.xzDistToPlayer < 160.0f || this->actor.xzDistToPlayer > 560.0f) {
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EnOkuta_SetupHide(this);
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} else {
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temp_v0_2 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C, 0x38E);
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phi_v1 = ABS(temp_v0_2);
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if ((phi_v1 < 0x38E) && (this->timer == 0) && (this->actor.yDistToPlayer < 200.0f)) {
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yawDiff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C, 0x38E);
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absYawDiff = ABS(yawDiff);
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if ((absYawDiff < 0x38E) && (this->timer == 0) && (this->actor.yDistToPlayer < 200.0f)) {
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EnOkuta_SetupShoot(this, globalCtx);
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}
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}
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@ -447,7 +447,7 @@ void EnOkuta_Die(EnOkuta* this, GlobalContext* globalCtx) {
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void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) {
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Vec3f pos;
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s16 temp_v1;
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s16 posParam;
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if (this->timer != 0) {
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this->timer--;
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@ -456,10 +456,10 @@ void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) {
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EnOkuta_SetupDie(this);
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}
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if ((this->timer >= 64) && (this->timer & 1)) {
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temp_v1 = (this->timer - 64) >> 1;
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pos.y = (this->actor.world.pos.y - 32.0f) + (8.0f * (8 - temp_v1));
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pos.x = this->actor.world.pos.x + ((temp_v1 & 2) ? 10.0f : -10.0f);
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pos.z = this->actor.world.pos.z + ((temp_v1 & 1) ? 10.0f : -10.0f);
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posParam = (this->timer - 64) >> 1;
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pos.y = (this->actor.world.pos.y - 32.0f) + (8.0f * (8 - posParam));
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pos.x = this->actor.world.pos.x + ((posParam & 2) ? 10.0f : -10.0f);
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pos.z = this->actor.world.pos.z + ((posParam & 1) ? 10.0f : -10.0f);
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EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &pos, 150, 150, 150, 250, 235, 245, 255,
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(Rand_ZeroOne() * 0.2f) + 1.9f);
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}
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@ -469,7 +469,7 @@ void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) {
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void EnOkuta_ProjectileFly(EnOkuta* this, GlobalContext* globalCtx) {
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Vec3f pos;
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Player* player = GET_PLAYER(globalCtx);
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Vec3s sp40;
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Vec3s shieldRot;
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this->timer--;
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if (this->timer == 0) {
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@ -491,8 +491,8 @@ void EnOkuta_ProjectileFly(EnOkuta* this, GlobalContext* globalCtx) {
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this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.info.toucher.dmgFlags = 2;
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Matrix_MtxFToYXZRotS(&player->shieldMf, &sp40, 0);
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this->actor.world.rot.y = sp40.y + 0x8000;
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Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0);
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this->actor.world.rot.y = shieldRot.y + 0x8000;
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this->timer = 30;
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} else {
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pos.x = this->actor.world.pos.x;
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@ -575,8 +575,8 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) {
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Player* player = GET_PLAYER(globalCtx);
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WaterBox* outWaterBox;
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f32 ySurface;
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Vec3f sp38;
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s32 sp34;
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Vec3f prevPos;
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s32 canRestorePrevPos;
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if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
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if (this->actor.params == 0) {
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@ -599,23 +599,23 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) {
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(((sOctorockColliderInit.dim.height * this->headScale.y) - this->collider.dim.yShift) *
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this->actor.scale.y * 100.0f);
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} else {
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sp34 = false;
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canRestorePrevPos = false;
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Actor_MoveForward(&this->actor);
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Math_Vec3f_Copy(&sp38, &this->actor.world.pos);
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Math_Vec3f_Copy(&prevPos, &this->actor.world.pos);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 15.0f, 30.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) &&
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SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, this->actor.wallPoly, this->actor.wallBgId)) {
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sp34 = true;
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canRestorePrevPos = true;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
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}
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
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SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId)) {
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sp34 = true;
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canRestorePrevPos = true;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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}
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if (sp34 && !(this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL))) {
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Math_Vec3f_Copy(&this->actor.world.pos, &sp38);
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if (canRestorePrevPos && !(this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL))) {
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &prevPos);
|
||||
}
|
||||
}
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
Loading…
Reference in a new issue