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Doc Actor: En_Brob (Jabu Jabu Wobble Flesh Block) (#1581)
* brob function naming * modified brob header file * renamed skel, collision, and anims * named limbs and dls * renamed shock function * ran formatter * doc modifications * Update assets/xml/objects/object_brob.xml Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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3 changed files with 88 additions and 85 deletions
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@ -1,25 +1,25 @@
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<Root>
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<File Name="object_brob" Segment="6">
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<Animation Name="object_brob_Anim_000290" Offset="0x290"/>
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<DList Name="object_brob_DL_0007E0" Offset="0x7E0"/>
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<DList Name="object_brob_DL_000898" Offset="0x898"/>
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<DList Name="object_brob_DL_0009D0" Offset="0x9D0"/>
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<DList Name="object_brob_DL_000AE8" Offset="0xAE8"/>
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<DList Name="object_brob_DL_000C00" Offset="0xC00"/>
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<Texture Name="object_brob_Tex_000D48" OutName="tex_00000D48" Format="rgba16" Width="32" Height="32" Offset="0xD48"/>
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<Limb Name="object_brob_Limb_001548" LimbType="Standard" Offset="0x1548"/>
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<Limb Name="object_brob_Limb_001554" LimbType="Standard" Offset="0x1554"/>
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<Limb Name="object_brob_Limb_001560" LimbType="Standard" Offset="0x1560"/>
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<Limb Name="object_brob_Limb_00156C" LimbType="Standard" Offset="0x156C"/>
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<Limb Name="object_brob_Limb_001578" LimbType="Standard" Offset="0x1578"/>
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<Limb Name="object_brob_Limb_001584" LimbType="Standard" Offset="0x1584"/>
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<Limb Name="object_brob_Limb_001590" LimbType="Standard" Offset="0x1590"/>
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<Limb Name="object_brob_Limb_00159C" LimbType="Standard" Offset="0x159C"/>
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<Limb Name="object_brob_Limb_0015A8" LimbType="Standard" Offset="0x15A8"/>
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<Skeleton Name="object_brob_Skel_0015D8" Type="Flex" LimbType="Standard" Offset="0x15D8"/>
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<Animation Name="object_brob_Anim_001678" Offset="0x1678"/>
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<Animation Name="object_brob_Anim_001750" Offset="0x1750"/>
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<Animation Name="object_brob_Anim_001958" Offset="0x1958"/>
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<Collision Name="object_brob_Col_001A70" Offset="0x1A70"/>
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<Animation Name="gBrobStunnedAnim" Offset="0x290"/>
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<DList Name="gBrobBaseSegmentDL" Offset="0x7E0"/>
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<DList Name="gBrobLowerSegmentDL" Offset="0x898"/>
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<DList Name="gBrobMiddleSegmentDL" Offset="0x9D0"/>
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<DList Name="gBrobUpperSegmentDL" Offset="0xAE8"/>
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<DList Name="gBrobTopSegmentDL" Offset="0xC00"/>
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<Texture Name="gBrobFleshTex" OutName="flesh" Format="rgba16" Width="32" Height="32" Offset="0xD48"/>
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<Limb Name="gBrobRootLimb" LimbType="Standard" Offset="0x1548"/>
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<Limb Name="gBrobBaseSegmentRootLimb" LimbType="Standard" Offset="0x1554"/>
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<Limb Name="gBrobBaseSegmentLimb" LimbType="Standard" Offset="0x1560"/>
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<Limb Name="gBrobLowerSegmentRootLimb" LimbType="Standard" Offset="0x156C"/>
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<Limb Name="gBrobLowerSegmentLimb" LimbType="Standard" Offset="0x1578"/>
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<Limb Name="gBrobMiddleSegmentLimb" LimbType="Standard" Offset="0x1584"/>
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<Limb Name="gBrobUpperSegmentRootLimb" LimbType="Standard" Offset="0x1590"/>
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<Limb Name="gBrobUpperSegmentLimb" LimbType="Standard" Offset="0x159C"/>
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<Limb Name="gBrobTopSegmentLimb" LimbType="Standard" Offset="0x15A8"/>
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<Skeleton Name="gBrobSkel" Type="Flex" LimbType="Standard" Offset="0x15D8"/>
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<Animation Name="gBrobShockAnim" Offset="0x1678"/>
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<Animation Name="gBrobMoveUpAnim" Offset="0x1750"/>
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<Animation Name="gBrobWobbleAnim" Offset="0x1958"/>
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<Collision Name="gBrobCol" Offset="0x1A70"/>
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</File>
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</Root>
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@ -14,13 +14,13 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play);
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void EnBrob_Update(Actor* thisx, PlayState* play2);
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void EnBrob_Draw(Actor* thisx, PlayState* play);
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void func_809CADDC(EnBrob* this, PlayState* play);
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void func_809CB054(EnBrob* this, PlayState* play);
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void func_809CB114(EnBrob* this, PlayState* play);
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void func_809CB218(EnBrob* this, PlayState* play);
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void func_809CB2B8(EnBrob* this, PlayState* play);
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void func_809CB354(EnBrob* this, PlayState* play);
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void func_809CB458(EnBrob* this, PlayState* play);
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void EnBrob_SetupIdle(EnBrob* this, PlayState* play);
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void EnBrob_Idle(EnBrob* this, PlayState* play);
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void EnBrob_MoveUp(EnBrob* this, PlayState* play);
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void EnBrob_Wobble(EnBrob* this, PlayState* play);
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void EnBrob_Stunned(EnBrob* this, PlayState* play);
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void EnBrob_MoveDown(EnBrob* this, PlayState* play);
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void EnBrob_Shock(EnBrob* this, PlayState* play);
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ActorInit En_Brob_InitVars = {
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/**/ ACTOR_EN_BROB,
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@ -61,16 +61,16 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
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EnBrob* this = (EnBrob*)thisx;
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CollisionHeader* colHeader = NULL;
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SkelAnime_InitFlex(play, &this->skelAnime, &object_brob_Skel_0015D8, &object_brob_Anim_001750, this->jointTable,
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this->morphTable, 10);
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SkelAnime_InitFlex(play, &this->skelAnime, &gBrobSkel, &gBrobMoveUpAnim, this->jointTable, this->morphTable, 10);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&object_brob_Col_001A70, &colHeader);
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CollisionHeader_GetVirtual(&gBrobCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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Collider_InitCylinder(play, &this->colliders[0]);
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Collider_SetCylinder(play, &this->colliders[0], &this->dyna.actor, &sCylinderInit);
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Collider_InitCylinder(play, &this->colliders[1]);
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Collider_SetCylinder(play, &this->colliders[1], &this->dyna.actor, &sCylinderInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
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if (((thisx->params >> 8) & 0xFF) == 0) {
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Actor_SetScale(&this->dyna.actor, 0.01f);
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thisx->params &= 0xFF;
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@ -84,6 +84,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
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thisx->scale.y *= (thisx->params & 0xFF) * (2.0f / 30.0f);
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}
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}
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this->colliders[0].dim.radius *= thisx->scale.x;
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this->colliders[0].dim.height = thisx->scale.y * 12000.0f;
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this->colliders[0].dim.yShift = 0;
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@ -92,7 +93,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
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this->colliders[1].dim.yShift *= thisx->scale.y;
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this->actionFunc = NULL;
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thisx->flags &= ~ACTOR_FLAG_0;
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func_809CADDC(this, play);
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EnBrob_SetupIdle(this, play);
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}
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void EnBrob_Destroy(Actor* thisx, PlayState* play) {
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@ -103,82 +104,82 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyCylinder(play, &this->colliders[1]);
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}
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void func_809CADDC(EnBrob* this, PlayState* play) {
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void EnBrob_SetupIdle(EnBrob* this, PlayState* play) {
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DynaPoly_EnableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
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this->timer = this->actionFunc == func_809CB2B8 ? 200 : 0;
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this->unk_1AE = 0;
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this->actionFunc = func_809CB054;
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this->timer = this->actionFunc == EnBrob_Stunned ? 200 : 0;
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this->modelOffsetY = 0;
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this->actionFunc = EnBrob_Idle;
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}
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void func_809CAE44(EnBrob* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &object_brob_Anim_001750);
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void EnBrob_SetupMoveUp(EnBrob* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &gBrobMoveUpAnim);
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DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
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this->unk_1AE = 1000;
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this->actionFunc = func_809CB114;
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this->modelOffsetY = 1000;
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this->actionFunc = EnBrob_MoveUp;
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}
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void func_809CAEA0(EnBrob* this) {
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Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001958, -5.0f);
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this->unk_1AE = 8000;
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void EnBrob_SetupWobble(EnBrob* this) {
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Animation_MorphToLoop(&this->skelAnime, &gBrobWobbleAnim, -5.0f);
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this->modelOffsetY = 8000;
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this->timer = 1200;
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this->actionFunc = func_809CB218;
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this->actionFunc = EnBrob_Wobble;
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}
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void func_809CAEF4(EnBrob* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_brob_Anim_000290, -5.0f);
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this->unk_1AE -= 125.0f;
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void EnBrob_SetupStunned(EnBrob* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &gBrobStunnedAnim, -5.0f);
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this->modelOffsetY -= 125.0f;
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Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actionFunc = func_809CB2B8;
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this->actionFunc = EnBrob_Stunned;
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}
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void func_809CAF88(EnBrob* this) {
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Animation_Change(&this->skelAnime, &object_brob_Anim_001750, -1.0f,
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Animation_GetLastFrame(&object_brob_Anim_001750), 0.0f, ANIMMODE_ONCE, -5.0f);
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this->unk_1AE = 8250;
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this->actionFunc = func_809CB354;
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void EnBrob_SetupMoveDown(EnBrob* this) {
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Animation_Change(&this->skelAnime, &gBrobMoveUpAnim, -1.0f, Animation_GetLastFrame(&gBrobMoveUpAnim), 0.0f,
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ANIMMODE_ONCE, -5.0f);
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this->modelOffsetY = 8250;
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this->actionFunc = EnBrob_MoveDown;
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}
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void func_809CB008(EnBrob* this) {
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Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001678, -5.0f);
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void EnBrob_SetupShock(EnBrob* this) {
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Animation_MorphToLoop(&this->skelAnime, &gBrobShockAnim, -5.0f);
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this->timer = 10;
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this->actionFunc = func_809CB458;
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this->actionFunc = EnBrob_Shock;
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}
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void func_809CB054(EnBrob* this, PlayState* play) {
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void EnBrob_Idle(EnBrob* this, PlayState* play) {
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->timer == 0) {
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if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
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func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
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func_809CAE44(this, play);
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EnBrob_SetupMoveUp(this, play);
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} else if (this->dyna.actor.xzDistToPlayer < 300.0f) {
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func_809CAE44(this, play);
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EnBrob_SetupMoveUp(this, play);
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}
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} else if (this->timer >= 81) {
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this->dyna.actor.colorFilterTimer = 80;
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}
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}
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void func_809CB114(EnBrob* this, PlayState* play) {
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void EnBrob_MoveUp(EnBrob* this, PlayState* play) {
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f32 curFrame;
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if (SkelAnime_Update(&this->skelAnime)) {
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func_809CAEA0(this);
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EnBrob_SetupWobble(this);
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} else {
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curFrame = this->skelAnime.curFrame;
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if (curFrame < 8.0f) {
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this->unk_1AE += 1000.0f;
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this->modelOffsetY += 1000.0f;
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} else if (curFrame < 12.0f) {
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this->unk_1AE += 250.0f;
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this->modelOffsetY += 250.0f;
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} else {
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this->unk_1AE -= 250.0f;
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this->modelOffsetY -= 250.0f;
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}
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}
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}
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void func_809CB218(EnBrob* this, PlayState* play) {
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void EnBrob_Wobble(EnBrob* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 6.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_BROB_WAVE);
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@ -187,37 +188,37 @@ void func_809CB218(EnBrob* this, PlayState* play) {
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this->timer--;
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}
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if ((this->timer == 0) && (this->dyna.actor.xzDistToPlayer > 500.0f)) {
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func_809CAF88(this);
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EnBrob_SetupMoveDown(this);
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}
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}
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void func_809CB2B8(EnBrob* this, PlayState* play) {
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void EnBrob_Stunned(EnBrob* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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func_809CADDC(this, play);
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EnBrob_SetupIdle(this, play);
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} else if (this->skelAnime.curFrame < 8.0f) {
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this->unk_1AE -= 1250.0f;
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this->modelOffsetY -= 1250.0f;
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}
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this->dyna.actor.colorFilterTimer = 0x50;
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}
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void func_809CB354(EnBrob* this, PlayState* play) {
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void EnBrob_MoveDown(EnBrob* this, PlayState* play) {
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f32 curFrame;
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if (SkelAnime_Update(&this->skelAnime)) {
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func_809CADDC(this, play);
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EnBrob_SetupIdle(this, play);
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} else {
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curFrame = this->skelAnime.curFrame;
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if (curFrame < 8.0f) {
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this->unk_1AE -= 1000.0f;
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this->modelOffsetY -= 1000.0f;
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} else if (curFrame < 12.0f) {
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this->unk_1AE -= 250.0f;
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this->modelOffsetY -= 250.0f;
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} else {
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this->unk_1AE += 250.0f;
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this->modelOffsetY += 250.0f;
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}
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}
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}
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void func_809CB458(EnBrob* this, PlayState* play) {
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void EnBrob_Shock(EnBrob* this, PlayState* play) {
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Vec3f pos;
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f32 dist1;
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f32 dist2;
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@ -250,7 +251,7 @@ void func_809CB458(EnBrob* this, PlayState* play) {
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}
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if (this->timer == 0) {
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func_809CAEA0(this);
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EnBrob_SetupWobble(this);
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}
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}
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@ -270,16 +271,16 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) {
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this->colliders[i].base.acFlags &= ~AC_HIT;
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}
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func_809CAEF4(this);
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EnBrob_SetupStunned(this);
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} else if ((this->colliders[0].base.atFlags & AT_HIT) || (this->colliders[1].base.atFlags & AT_HIT) ||
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(acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & DMG_SLASH_KOKIRI)) ||
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(acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & DMG_SLASH_KOKIRI))) {
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if (this->actionFunc == func_809CB114 && !(this->colliders[0].base.atFlags & AT_BOUNCED) &&
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if (this->actionFunc == EnBrob_MoveUp && !(this->colliders[0].base.atFlags & AT_BOUNCED) &&
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!(this->colliders[1].base.atFlags & AT_BOUNCED)) {
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func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
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} else if (this->actionFunc != func_809CB114) {
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func_809CB008(this);
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} else if (this->actionFunc != EnBrob_MoveUp) {
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EnBrob_SetupShock(this);
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}
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for (i = 0; i < 2; i++) {
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@ -287,12 +288,14 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) {
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this->colliders[i].base.acFlags &= ~AC_HIT;
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}
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}
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this->actionFunc(this, play);
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if (this->actionFunc != func_809CB054 && this->actionFunc != func_809CB354) {
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if (this->actionFunc != func_809CB2B8) {
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if (this->actionFunc != EnBrob_Idle && this->actionFunc != EnBrob_MoveDown) {
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if (this->actionFunc != EnBrob_Stunned) {
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[0].base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[1].base);
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if (this->actionFunc != func_809CB114) {
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if (this->actionFunc != EnBrob_MoveUp) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[0].base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[1].base);
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}
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@ -322,7 +325,7 @@ void EnBrob_Draw(Actor* thisx, PlayState* play) {
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EnBrob* this = (EnBrob*)thisx;
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Matrix_Translate(0.0f, this->unk_1AE, 0.0f, MTXMODE_APPLY);
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Matrix_Translate(0.0f, this->modelOffsetY, 0.0f, MTXMODE_APPLY);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
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EnBrob_PostLimbDraw, this);
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}
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@ -13,7 +13,7 @@ typedef struct EnBrob {
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/* 0x0164 */ SkelAnime skelAnime;
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/* 0x01A8 */ EnBrobActionFunc actionFunc;
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/* 0x01AC */ s16 timer;
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/* 0x01AE */ s16 unk_1AE;
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/* 0x01AE */ s16 modelOffsetY;
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/* 0x01B0 */ Vec3s jointTable[10];
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/* 0x01EC */ Vec3s morphTable[10];
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/* 0x0228 */ ColliderCylinder colliders[2];
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||||
|
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Loading…
Reference in a new issue