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ovl_En_Door (#402)

* Decompiled, two non-matchings remaining

* Fix merge

* Cleanups

* Some documentation, remove unused asm

* Remove unused data.s, review suggestions

* Ran formatter, further review suggestions

* Make some data static

* Match EnDoor_Init

* Remove asm for EnDoor_Init

* Changes from review

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* More variables static, remove unnecessary s8 cast

* PR Suggestions

* review

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
Tharo 2020-12-03 21:51:22 +00:00 committed by GitHub
parent cbb0c6da06
commit 579b87dceb
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
23 changed files with 388 additions and 802 deletions

View file

@ -3499,7 +3499,7 @@ struct_801160DC D_801160DC[] = {
{ 0.64000005f, 8500.0f, 8000.0f, 1.75f, 0.1f, 0x050011F0, 0x05001100 },
};
void func_80033F54(GlobalContext* globalCtx, s32 arg1, s32 arg2) {
void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) {
struct_801160DC* entry;
s32 i;
MtxF spB0;
@ -3508,7 +3508,7 @@ void func_80033F54(GlobalContext* globalCtx, s32 arg1, s32 arg2) {
f32 temp2;
f32 temp3;
entry = &D_801160DC[arg2];
entry = &D_801160DC[type];
var = entry->unk_10;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 8265);
@ -3516,8 +3516,8 @@ void func_80033F54(GlobalContext* globalCtx, s32 arg1, s32 arg2) {
Matrix_Translate(0.0f, entry->unk_08, 500.0f, MTXMODE_APPLY);
Matrix_Get(&spB0);
temp1 = sinf(entry->unk_00 - var) * -(10 - arg1) * 0.1f * entry->unk_04;
temp2 = cosf(entry->unk_00 - var) * (10 - arg1) * 0.1f * entry->unk_04;
temp1 = sinf(entry->unk_00 - var) * -(10 - frame) * 0.1f * entry->unk_04;
temp2 = cosf(entry->unk_00 - var) * (10 - frame) * 0.1f * entry->unk_04;
for (i = 0; i < 4; i++) {
Matrix_Put(&spB0);
@ -3542,7 +3542,7 @@ void func_80033F54(GlobalContext* globalCtx, s32 arg1, s32 arg2) {
}
Matrix_Put(&spB0);
Matrix_Scale(arg1 * 0.1f, arg1 * 0.1f, arg1 * 0.1f, MTXMODE_APPLY);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 8314),
G_MTX_MODELVIEW | G_MTX_LOAD);

View file

@ -1271,8 +1271,8 @@ s32 func_800A4530(SkelAnime* skelAnime, f32 arg1) {
return func_800A4478(skelAnime, arg1, updateRate);
}
void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
s32 SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1;

View file

@ -159,7 +159,7 @@ void DoorGerudo_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (this->unk_166 != 0) {
Matrix_Scale(0.01f, 0.01f, 0.025f, MTXMODE_APPLY);
func_80033F54(globalCtx, this->unk_166, 0);
Actor_DrawDoorLock(globalCtx, this->unk_166, 0);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_door_gerudo.c", 377);

View file

@ -1,7 +1,7 @@
/*
* File: z_en_door.c
* Overlay: ovl_En_Door
* Description: Door
* Description: Doors with handles
*/
#include "z_en_door.h"
@ -10,12 +10,25 @@
#define THIS ((EnDoor*)thisx)
#define DOOR_AJAR_SLAM_RANGE 120.0f
#define DOOR_AJAR_OPEN_RANGE (2 * DOOR_AJAR_SLAM_RANGE)
#define DOOR_CHECK_RANGE 40.0f
void EnDoor_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDoor_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDoor_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDoor_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void EnDoor_SetupType(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_WaitForCheck(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_Check(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_AjarWait(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_AjarOpen(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_AjarClose(EnDoor* this, GlobalContext* globalCtx);
void EnDoor_Open(EnDoor* this, GlobalContext* globalCtx);
const ActorInit En_Door_InitVars = {
ACTOR_EN_DOOR,
ACTORTYPE_DOOR,
@ -27,29 +40,317 @@ const ActorInit En_Door_InitVars = {
(ActorFunc)EnDoor_Update,
(ActorFunc)EnDoor_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/EnDoor_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/EnDoor_Destroy.s")
/**
* Controls which object and display lists to use in a given scene
*/
static EnDoorInfo sDoorInfo[] = {
{ SCENE_HIDAN, 1, OBJECT_HIDAN_OBJECTS },
{ SCENE_MIZUSIN, 2, OBJECT_MIZU_OBJECTS },
{ SCENE_HAKADAN, 3, OBJECT_HAKA_DOOR },
{ SCENE_HAKADANCH, 3, OBJECT_HAKA_DOOR },
// KEEP objects should remain last and in this order
{ -1, 0, OBJECT_GAMEPLAY_KEEP },
{ -1, 4, OBJECT_GAMEPLAY_FIELD_KEEP },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC41C.s")
static InitChainEntry sInitChain[] = {
ICHAIN_U8(unk_1F, 0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC5D0.s")
AnimationHeader* D_809FCECC[] = { 0x0400E758, 0x0400E5B4, 0x04010038, 0x0400E6A0 };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC878.s")
static u8 sDoorAnimOpenFrames[] = { 25, 25, 25, 25 };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC8C0.s")
static u8 sDoorAnimCloseFrames[] = { 60, 70, 60, 70 };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC8F4.s")
static Gfx* D_809FCEE4[5][2] = {
{ 0x0400ECB8, 0x0400EE00 }, { 0x0600F998, 0x0600F938 }, { 0x06004958, 0x06004A10 },
{ 0x060013B8, 0x06001420 }, { 0x050047A0, 0x05004978 },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC928.s")
extern Gfx D_0400ECB8[];
extern Gfx D_0400EE00[];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC998.s")
extern AnimationHeader D_0400E758;
extern SkeletonHeader D_0400FF78;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FC9DC.s")
void EnDoor_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnDoor* this = THIS;
EnDoorInfo* objectInfo;
s32 i;
s32 objBankIndex;
f32 xOffset;
f32 zOffset;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/EnDoor_Update.s")
objectInfo = &sDoorInfo[0];
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_0400FF78, &D_0400E758, this->limbDrawTable,
this->transitionDrawTable, 5);
for (i = 0; i < ARRAY_COUNT(sDoorInfo) - 2; i++, objectInfo++) {
if (globalCtx->sceneNum == objectInfo->sceneNum) {
break;
}
}
if (i >= ARRAY_COUNT(sDoorInfo) - 2 && Object_GetIndex(&globalCtx->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) >= 0) {
objectInfo++;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/func_809FCC3C.s")
this->dListIndex = objectInfo->dListIndex;
objBankIndex = Object_GetIndex(&globalCtx->objectCtx, objectInfo->objectId);
if (objBankIndex < 0) {
Actor_Kill(&this->actor);
return;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/EnDoor_Draw.s")
this->requiredObjBankIndex = objBankIndex;
this->dListIndex = objectInfo->dListIndex;
if (this->actor.objBankIndex == this->requiredObjBankIndex) {
EnDoor_SetupType(this, globalCtx);
} else {
this->actionFunc = EnDoor_SetupType;
}
// Double doors
if (this->actor.params & 0x40) {
EnDoor* other;
xOffset = Math_Coss(this->actor.shape.rot.y) * 30.0f;
zOffset = Math_Sins(this->actor.shape.rot.y) * 30.0f;
other = (EnDoor*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_DOOR,
this->actor.posRot.pos.x + xOffset, this->actor.posRot.pos.y,
this->actor.posRot.pos.z - zOffset, 0, this->actor.shape.rot.y + 0x8000, 0,
this->actor.params & ~0x40);
if (other != NULL) {
other->unk_192 = 1;
}
this->actor.posRot.pos.x -= xOffset;
this->actor.posRot.pos.z += zOffset;
}
Actor_SetHeight(&this->actor, 70.0f);
}
void EnDoor_Destroy(Actor* thisx, GlobalContext* globalCtx) {
TransitionActorEntry* transitionEntry;
EnDoor* this = THIS;
transitionEntry = &globalCtx->transitionActorList[(u16)this->actor.params >> 0xA];
if (transitionEntry->id < 0) {
transitionEntry->id = -transitionEntry->id;
}
}
void EnDoor_SetupType(EnDoor* this, GlobalContext* globalCtx) {
s32 doorType;
if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
doorType = this->actor.params >> 7 & 7;
this->actor.flags &= ~0x10;
this->actor.objBankIndex = this->requiredObjBankIndex;
this->actionFunc = EnDoor_Idle;
if (doorType == DOOR_EVENING) {
doorType =
(gSaveContext.dayTime > 0xC000 && gSaveContext.dayTime < 0xE000) ? DOOR_SCENEEXIT : DOOR_CHECKABLE;
}
this->actor.posRot.rot.y = 0x0000;
if (doorType == DOOR_LOCKED) {
if (!Flags_GetSwitch(globalCtx, this->actor.params & 0x3F)) {
this->lockTimer = 10;
}
} else if (doorType == DOOR_AJAR) {
if (func_8002DB8C(&this->actor, &PLAYER->actor) > DOOR_AJAR_SLAM_RANGE) {
this->actionFunc = EnDoor_AjarWait;
this->actor.posRot.rot.y = -0x1800;
}
} else if (doorType == DOOR_CHECKABLE) {
this->actor.textId = (this->actor.params & 0x3F) + 0x0200;
if (this->actor.textId == 0x0229 && !(gSaveContext.eventChkInf[1] & 0x10)) {
// Talon's house door. If Talon has not been woken up at Hyrule Castle
// this door should be openable at any time of day. Note that there is no
// check for time of day as the scene setup for Lon Lon merely initializes
// the door with a different text id between day and night setups
doorType = DOOR_SCENEEXIT;
} else {
this->actionFunc = EnDoor_WaitForCheck;
this->actor.flags |= 0x8000009;
}
}
// Replace the door type it was loaded with by the new type
this->actor.params = (this->actor.params & ~0x380) | (doorType << 7);
}
}
#ifdef NON_MATCHING
// Regalloc only
void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
s32 doorType;
Vec3f sp2C;
s8 numKeys;
s16 phi_v0;
s16 temp_v0;
doorType = this->actor.params >> 7 & 7;
func_8002DBD0(&this->actor, &sp2C, &player->actor.posRot.pos);
if (this->unk_191 != 0) {
this->actionFunc = EnDoor_Open;
SkelAnime_ChangeAnimPlaybackStop(&this->skelAnime, D_809FCECC[this->unk_190],
(player->stateFlags1 & 0x8000000) ? 0.75f : 1.5f);
if (this->lockTimer != 0) {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
}
} else if (!Player_InCsMode(globalCtx)) {
if (fabsf(sp2C.y) < 20.0f && fabsf(sp2C.x) < 20.0f && fabsf(sp2C.z) < 50.0f) {
phi_v0 = player->actor.shape.rot.y - this->actor.shape.rot.y;
if (sp2C.z > 0.0f) {
phi_v0 = 0x8000 - phi_v0;
}
if (ABS(phi_v0) < 0x3000) {
if (this->lockTimer != 0) {
numKeys = gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex];
if (numKeys <= 0) {
PLAYER->naviTextId = -0x203;
return;
} else {
player->doorTimer = 10;
}
}
player->doorType = (doorType == DOOR_AJAR) ? -1 : 1;
player->doorDirection = (sp2C.z >= 0.0f) ? 1.0f : -1.0f;
player->doorActor = &this->actor;
}
} else if (doorType == DOOR_AJAR && this->actor.xzDistFromLink > DOOR_AJAR_OPEN_RANGE) {
this->actionFunc = EnDoor_AjarOpen;
}
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Door/EnDoor_Idle.s")
#endif
void EnDoor_WaitForCheck(EnDoor* this, GlobalContext* globalCtx) {
if (func_8002F194(&this->actor, globalCtx)) {
this->actionFunc = EnDoor_Check;
} else {
func_8002F2CC(&this->actor, globalCtx, DOOR_CHECK_RANGE);
}
}
void EnDoor_Check(EnDoor* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->actor, globalCtx)) {
this->actionFunc = EnDoor_WaitForCheck;
}
}
void EnDoor_AjarWait(EnDoor* this, GlobalContext* globalCtx) {
if (this->actor.xzDistFromLink < DOOR_AJAR_SLAM_RANGE) {
this->actionFunc = EnDoor_AjarClose;
}
}
void EnDoor_AjarOpen(EnDoor* this, GlobalContext* globalCtx) {
if (this->actor.xzDistFromLink < DOOR_AJAR_SLAM_RANGE) {
this->actionFunc = EnDoor_AjarClose;
} else if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, -0x1800, 0x100)) {
this->actionFunc = EnDoor_AjarWait;
}
}
void EnDoor_AjarClose(EnDoor* this, GlobalContext* globalCtx) {
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, 0, 0x700)) {
this->actionFunc = EnDoor_Idle;
}
}
void EnDoor_Open(EnDoor* this, GlobalContext* globalCtx) {
s32 i;
s32 numEffects;
if (DECR(this->lockTimer) == 0) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->actionFunc = EnDoor_Idle;
this->unk_191 = 0;
} else if (func_800A56C8(&this->skelAnime, sDoorAnimOpenFrames[this->unk_190])) {
Audio_PlayActorSound2(&this->actor,
(globalCtx->sceneNum == SCENE_HAKADAN || globalCtx->sceneNum == SCENE_HAKADANCH ||
globalCtx->sceneNum == SCENE_HIDAN)
? NA_SE_EV_IRON_DOOR_OPEN
: NA_SE_OC_DOOR_OPEN);
if (this->skelAnime.animPlaybackSpeed < 1.5f) {
numEffects = (s32)(Math_Rand_ZeroOne() * 30.0f) + 50;
for (i = 0; i < numEffects; i++) {
EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, 60.0f, 100.0f, 50.0f, 0.15f);
}
}
} else if (func_800A56C8(&this->skelAnime, sDoorAnimCloseFrames[this->unk_190])) {
Audio_PlayActorSound2(&this->actor,
(globalCtx->sceneNum == SCENE_HAKADAN || globalCtx->sceneNum == SCENE_HAKADANCH ||
globalCtx->sceneNum == SCENE_HIDAN)
? NA_SE_EV_IRON_DOOR_CLOSE
: NA_SE_EV_DOOR_CLOSE);
}
}
}
void EnDoor_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDoor* this = THIS;
this->actionFunc(this, globalCtx);
}
s32 EnDoor_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 pad;
TransitionActorEntry* transitionEntry;
Gfx** temp_a2;
s32 pad2;
s16 phi_v0_2;
s32 phi_v0;
EnDoor* this = THIS;
if (limbIndex == 4) {
temp_a2 = D_809FCEE4[this->dListIndex];
transitionEntry = &globalCtx->transitionActorList[(u16)this->actor.params >> 0xA];
rot->z += this->actor.posRot.rot.y;
if ((globalCtx->roomCtx.prevRoom.num >= 0) ||
(transitionEntry->sides[0].room == transitionEntry->sides[1].room)) {
phi_v0_2 = ((this->actor.shape.rot.y + this->skelAnime.limbDrawTbl[3].z) + rot->z) -
Math_Vec3f_Yaw(&globalCtx->view.eye, &this->actor.posRot.pos);
*dList = (ABS(phi_v0_2) < 0x4000) ? temp_a2[0] : temp_a2[1];
} else {
phi_v0 = this->unk_192;
if (transitionEntry->sides[0].room != this->actor.room) {
phi_v0 ^= 1;
}
*dList = temp_a2[phi_v0];
}
}
return 0;
}
void EnDoor_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDoor* this = THIS;
if (this->actor.objBankIndex == this->requiredObjBankIndex) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_door.c", 910);
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, EnDoor_OverrideLimbDraw,
NULL, &this->actor);
if (this->actor.posRot.rot.y != 0) {
if (1) {}
if (this->actor.posRot.rot.y > 0) {
gSPDisplayList(POLY_OPA_DISP++, D_0400EE00);
} else {
gSPDisplayList(POLY_OPA_DISP++, D_0400ECB8);
}
}
if (this->lockTimer != 0) {
Actor_DrawDoorLock(globalCtx, this->lockTimer, 0);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_door.c", 941);
}
}

View file

@ -4,14 +4,57 @@
#include "ultra64.h"
#include "global.h"
/**
* Actor Parameters
*
* | | | |
* | Transition Index | Type | Double Door | Switch Flag OR Text Id - 0x0200
* |------------------|-------|-------------|---------------------------------
* | 0 0 0 0 0 0 | 0 0 0 | 0 | 0 0 0 0 0 0
* | 6 | 3 | 1 | 6
* |
*
* Transition Index 1111110000000000 Set by the actor engine when the door is spawned
* Type 0000001110000000
* Double Door 0000000001000000
* Switch Flag 0000000000111111 For use with the `DOOR_LOCKED` type
* Text id - 0x0200 0000000000111111 For use with the `DOOR_CHECKABLE` type
*
*/
typedef struct {
/* 0x00 */ s16 sceneNum;
/* 0x02 */ u8 dListIndex;
/* 0x04 */ s16 objectId;
} EnDoorInfo;
typedef enum {
/* 0x00 */ DOOR_ROOMLOAD, // loads rooms
/* 0x01 */ DOOR_LOCKED, // small key locked door
/* 0x02 */ DOOR_ROOMLOAD2, // loads rooms
/* 0x03 */ DOOR_SCENEEXIT, // doesn't load rooms, used for doors paired with scene transition polygons
/* 0x04 */ DOOR_AJAR, // open slightly but slams shut if Link gets too close
/* 0x05 */ DOOR_CHECKABLE, // doors that display a textbox when interacting
/* 0x06 */ DOOR_EVENING, // unlocked between 18:00 and 21:00, Dampé's hut
/* 0x07 */ DOOR_ROOMLOAD7 // loads rooms
} EnDoorType;
struct EnDoor;
typedef void (*EnDoorActionFunc)(struct EnDoor*, GlobalContext*);
typedef struct EnDoor {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x44];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ u8 unk_190;
/* 0x0191 */ u8 unk_191;
/* 0x0192 */ char unk_192[0x46];
/* 0x0192 */ u8 unk_192;
/* 0x0193 */ s8 requiredObjBankIndex;
/* 0x0194 */ s8 dListIndex;
/* 0x0196 */ s16 lockTimer;
/* 0x0198 */ Vec3s limbDrawTable[5];
/* 0x01B6 */ Vec3s transitionDrawTable[5];
/* 0x01D4 */ EnDoorActionFunc actionFunc;
} EnDoor; // size = 0x01D8
extern const ActorInit En_Door_InitVars;