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Bg_Mizu_Shutter (#487)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * gate * done * done * now with names
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13 changed files with 157 additions and 584 deletions
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@ -4,12 +4,19 @@
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#define THIS ((BgMizuShutter*)thisx)
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void BgMizuShutter_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgMizuShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgMizuShutter_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgMizuShutter_Draw(Actor* thisx, GlobalContext* globalCtx);
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#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
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#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)
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void BgMizuShutter_Init(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_Destroy(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_Update(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_Draw(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx);
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void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx);
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/*
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const ActorInit Bg_Mizu_Shutter_InitVars = {
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ACTOR_BG_MIZU_SHUTTER,
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ACTORTYPE_PROP,
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@ -21,19 +28,137 @@ const ActorInit Bg_Mizu_Shutter_InitVars = {
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(ActorFunc)BgMizuShutter_Update,
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(ActorFunc)BgMizuShutter_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/BgMizuShutter_Init.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/BgMizuShutter_Destroy.s")
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static Gfx* sDisplayLists[] = { 0x06007130, 0x060072D0 };
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static CollisionHeader* sCollisionHeaders[] = { 0x06007250, 0x060073F0 };
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static Vec3f sDisplacements[] = {
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{ 0.0f, 100.0f, 0.0f },
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{ 0.0f, 140.0f, 0.0f },
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/func_8089F0DC.s")
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void BgMizuShutter_Init(BgMizuShutter* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuShutter* this = THIS;
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s32 pad2;
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CollisionHeader* sp30 = NULL;
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s32 pad3;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/func_8089F170.s")
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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this->displayList = sDisplayLists[SIZE_PARAM];
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DynaPolyInfo_SetActorMove(&this->dyna, 1);
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DynaPolyInfo_Alloc(sCollisionHeaders[SIZE_PARAM], &sp30);
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this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, sp30);
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if ((SIZE_PARAM == BGMIZUSHUTTER_SMALL) || (SIZE_PARAM == BGMIZUSHUTTER_LARGE)) {
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this->closedPos = this->dyna.actor.posRot.pos;
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this->timer = 0;
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this->timerMax = TIMER_PARAM * 20;
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Matrix_RotateY(this->dyna.actor.posRot.rot.y * (M_PI / 0x8000), 0);
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Matrix_RotateX(this->dyna.actor.posRot.rot.x * (M_PI / 0x8000), 1);
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Matrix_RotateZ(this->dyna.actor.posRot.rot.z * (M_PI / 0x8000), 1);
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Matrix_MultVec3f(&sDisplacements[SIZE_PARAM], &this->openPos);
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this->openPos.x += this->dyna.actor.posRot.pos.x;
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this->openPos.y += this->dyna.actor.posRot.pos.y;
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this->openPos.z += this->dyna.actor.posRot.pos.z;
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if (this->timerMax != 0x3F * 20) {
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Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F);
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this->dyna.actor.posRot.pos = this->closedPos;
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}
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if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
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this->dyna.actor.posRot.pos = this->openPos;
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this->actionFunc = BgMizuShutter_WaitForTimer;
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} else {
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this->actionFunc = BgMizuShutter_WaitForSwitch;
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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_Mizu_Shutter/func_8089F1BC.s")
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void BgMizuShutter_Destroy(BgMizuShutter* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuShutter* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/func_8089F3A4.s")
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/BgMizuShutter_Update.s")
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void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
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if (ABS(this->dyna.actor.posRot.rot.x) > 0x2C60) {
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func_800800F8(globalCtx, 0x119E, -0x63, &this->dyna.actor, 0);
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} else {
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func_80080480(globalCtx, &this->dyna.actor);
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}
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this->actionFunc = BgMizuShutter_WaitForCutscene;
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this->timer = 30;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Shutter/BgMizuShutter_Draw.s")
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void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx) {
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if (this->timer-- == 0) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
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this->actionFunc = BgMizuShutter_Move;
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}
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}
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void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.x, this->openPos.x, 1.0f, 4.0f, 0.1f);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.y, this->openPos.y, 1.0f, 4.0f, 0.1f);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.z, this->openPos.z, 1.0f, 4.0f, 0.1f);
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if ((this->dyna.actor.posRot.pos.x == this->openPos.x) && (this->dyna.actor.posRot.pos.y == this->openPos.y) &&
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(this->dyna.actor.posRot.pos.z == this->openPos.z)) {
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this->timer = this->timerMax;
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this->actionFunc = BgMizuShutter_WaitForTimer;
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}
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} else {
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Math_SmoothScaleMaxMinF(&this->maxSpeed, 20.0f, 1.0f, 3.0f, 0.1f);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.x, this->closedPos.x, 1.0f, this->maxSpeed, 0.1f);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.y, this->closedPos.y, 1.0f, this->maxSpeed, 0.1f);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.posRot.pos.z, this->closedPos.z, 1.0f, this->maxSpeed, 0.1f);
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if ((this->dyna.actor.posRot.pos.x == this->closedPos.x) &&
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(this->dyna.actor.posRot.pos.y == this->closedPos.y) &&
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(this->dyna.actor.posRot.pos.z == this->closedPos.z)) {
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func_800AA000(this->dyna.actor.xyzDistFromLinkSq, 0x78, 0x14, 0xA);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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this->actionFunc = BgMizuShutter_WaitForSwitch;
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}
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}
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}
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void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx) {
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if (this->timerMax != 0x3F * 20) {
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this->timer--;
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func_8002F994(&this->dyna.actor, this->timer);
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if (this->timer == 0) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
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Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F);
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this->actionFunc = BgMizuShutter_Move;
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}
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}
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}
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void BgMizuShutter_Update(BgMizuShutter* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuShutter* this = THIS;
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this->actionFunc(this, globalCtx);
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}
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void BgMizuShutter_Draw(BgMizuShutter* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuShutter* this = THIS;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_mizu_shutter.c", 410);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_mizu_shutter.c", 415),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (this->displayList != NULL) {
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gSPDisplayList(POLY_OPA_DISP++, this->displayList);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_mizu_shutter.c", 422);
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}
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@ -4,13 +4,28 @@
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#include "ultra64.h"
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#include "global.h"
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#define BGMIZUSHUTTER_PARAM(size, timer, switchFlag) (size << 0xC) | (timer << 0x6) | switchFlag
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struct BgMizuShutter;
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typedef void (*BgMizuShutterActionFunc)(struct BgMizuShutter*, GlobalContext*);
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typedef struct BgMizuShutter {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x44];
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/* 0x0000 */ DynaPolyActor dyna;
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/* 0x0164 */ BgMizuShutterActionFunc actionFunc;
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/* 0x0168 */ s32 timer;
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/* 0x016C */ s32 timerMax;
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/* 0x0170 */ Gfx* displayList;
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/* 0x0174 */ f32 maxSpeed;
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/* 0x0178 */ Vec3f closedPos;
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/* 0x0184 */ Vec3f openPos;
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} BgMizuShutter; // size = 0x0190
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typedef enum BgMizuShutterSize {
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BGMIZUSHUTTER_SMALL,
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BGMIZUSHUTTER_LARGE
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} BgMizuShutterSize;
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extern const ActorInit Bg_Mizu_Shutter_InitVars;
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#endif
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