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Bg_Mizu_Bwall (#543)
* 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 * bwall * cleanup Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
parent
9fcf8a4430
commit
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15 changed files with 456 additions and 1409 deletions
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@ -1,3 +1,9 @@
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/*
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* File: z_bg_mizu_bwall.c
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* Overlay: ovl_Bg_Mizu_Bwall
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* Description: Water Temple bombable walls
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*/
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#include "z_bg_mizu_bwall.h"
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#define FLAGS 0x00000010
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@ -9,7 +15,10 @@ void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgMizuBwall_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgMizuBwall_Draw(Actor* thisx, GlobalContext* globalCtx);
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/*
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void BgMizuBwall_Idle(BgMizuBwall* this, GlobalContext* globalCtx);
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void BgMizuBwall_Break(BgMizuBwall* this, GlobalContext* globalCtx);
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void BgMizuBwall_DoNothing(BgMizuBwall* this, GlobalContext* globalCtx);
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const ActorInit Bg_Mizu_Bwall_InitVars = {
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ACTOR_BG_MIZU_BWALL,
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ACTORTYPE_BG,
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@ -21,23 +30,435 @@ const ActorInit Bg_Mizu_Bwall_InitVars = {
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(ActorFunc)BgMizuBwall_Update,
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(ActorFunc)BgMizuBwall_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089C480.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/BgMizuBwall_Init.s")
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static ColliderTrisItemInit sTrisElementInitFloor[2] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { -40.0f, 0.0f, -40.0f }, { -40.0f, 0.0f, 40.0f }, { 40.0f, 0.0f, 40.0f } } },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { -40.0f, 0.0f, -40.0f }, { 40.0f, 0.0f, 40.0f }, { 40.0f, 0.0f, -40.0f } } },
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},
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/BgMizuBwall_Destroy.s")
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static ColliderTrisInit sTrisInitFloor = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, 0x00, COLSHAPE_TRIS },
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2,
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sTrisElementInitFloor,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089CE04.s")
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static ColliderTrisItemInit sTrisElementInitRutoWall[1] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { 0.0f, 116.0f, 0.0f }, { 0.0f, 0.0f, 70.0f }, { 0.0f, 0.0f, -70.0f } } },
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},
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089CF84.s")
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static ColliderTrisInit sTrisInitRutoWall = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, 0x00, COLSHAPE_TRIS },
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1,
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sTrisElementInitRutoWall,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089D258.s")
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static ColliderTrisItemInit sTrisElementInitWall[2] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { 0.0f, 120.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 60.0f, 0.0f, 0.0f } } },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ { { 0.0f, 120.0f, 0.0f }, { 60.0f, 0.0f, 0.0f }, { 60.0f, 120.0f, 0.0f } } },
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},
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089D350.s")
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static ColliderTrisInit sTrisInitUnusedWall = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, 0x00, COLSHAPE_TRIS },
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2,
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sTrisElementInitWall,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/func_8089D37C.s")
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static ColliderTrisInit sTrisInitStingerWall = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x00, 0x00, COLSHAPE_TRIS },
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2,
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sTrisElementInitWall,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/BgMizuBwall_Update.s")
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static Gfx* sDLists[] = {
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0x06001A30, 0x06002390, 0x06001CD0, 0x06002090, 0x06001770,
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};
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static ColHeader* sColHeaders[] = {
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0x06001C58, 0x060025A4, 0x06001DE8, 0x06001DE8, 0x06001DE8,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Mizu_Bwall/BgMizuBwall_Draw.s")
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static InitChainEntry D_8089D854[] = {
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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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void BgMizuBwall_RotateVec3f(Vec3f* out, Vec3f* in, f32 sin, f32 cos) {
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out->x = (in->z * sin) + (in->x * cos);
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out->y = in->y;
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out->z = (in->z * cos) - (in->x * sin);
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}
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void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuBwall* this = THIS;
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ColHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, D_8089D854);
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this->yRot = this->dyna.actor.posRot.pos.y;
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this->dList = sDLists[(u16)this->dyna.actor.params & 0xF];
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DynaPolyInfo_SetActorMove(&this->dyna, 1);
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DynaPolyInfo_Alloc(sColHeaders[(u16)this->dyna.actor.params & 0xF], &colHeader);
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this->dyna.dynaPolyId =
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DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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switch ((u16)this->dyna.actor.params & 0xF) {
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case MIZUBWALL_FLOOR:
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if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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this->dList = NULL;
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this->actionFunc = BgMizuBwall_DoNothing;
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} else {
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Collider_InitTris(globalCtx, &this->collider);
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if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitFloor, this->elements)) {
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osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c",
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484, this->dyna.actor.params);
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Actor_Kill(&this->dyna.actor);
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} else {
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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s32 i;
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s32 j;
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Vec3f offset;
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Vec3f vtx[3];
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for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
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for (j = 0; j < 3; j++) {
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offset.x = sTrisInitFloor.list[i].dim.vtx[j].x;
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offset.y = sTrisInitFloor.list[i].dim.vtx[j].y;
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offset.z = sTrisInitFloor.list[i].dim.vtx[j].z + 2.0f;
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BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
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vtx[j].x += this->dyna.actor.posRot.pos.x;
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vtx[j].y += this->dyna.actor.posRot.pos.y;
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vtx[j].z += this->dyna.actor.posRot.pos.z;
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}
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func_800627A0(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
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}
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this->actionFunc = BgMizuBwall_Idle;
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}
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}
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break;
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case MIZUBWALL_RUTO_ROOM:
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if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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this->dList = NULL;
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this->actionFunc = BgMizuBwall_DoNothing;
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} else {
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Collider_InitTris(globalCtx, &this->collider);
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if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitRutoWall,
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this->elements)) {
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osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c",
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558, this->dyna.actor.params);
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Actor_Kill(&this->dyna.actor);
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} else {
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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s32 i;
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s32 j;
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Vec3f offset;
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Vec3f vtx[3];
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for (i = 0; i < ARRAY_COUNT(sTrisElementInitRutoWall); i++) {
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for (j = 0; j < 3; j++) {
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offset.x = sTrisInitRutoWall.list[i].dim.vtx[j].x;
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offset.y = sTrisInitRutoWall.list[i].dim.vtx[j].y;
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offset.z = sTrisInitRutoWall.list[i].dim.vtx[j].z + 2.0f;
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BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
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vtx[j].x += this->dyna.actor.posRot.pos.x;
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vtx[j].y += this->dyna.actor.posRot.pos.y;
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vtx[j].z += this->dyna.actor.posRot.pos.z;
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}
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func_800627A0(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
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}
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this->actionFunc = BgMizuBwall_Idle;
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}
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}
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break;
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case MIZUBWALL_UNUSED:
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if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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this->dList = NULL;
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this->actionFunc = BgMizuBwall_DoNothing;
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} else {
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Collider_InitTris(globalCtx, &this->collider);
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if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitUnusedWall,
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this->elements)) {
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osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c",
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638, this->dyna.actor.params);
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Actor_Kill(&this->dyna.actor);
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} else {
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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s32 i;
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s32 j;
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Vec3f offset;
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Vec3f vtx[3];
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for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
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for (j = 0; j < 3; j++) {
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//! @bug This uses the wrong set of collision triangles, causing the collider to be
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//! flat to the ground instead of vertical. It should use sTrisInitUnusedWall.
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offset.x = sTrisInitFloor.list[i].dim.vtx[j].x;
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offset.y = sTrisInitFloor.list[i].dim.vtx[j].y;
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offset.z = sTrisInitFloor.list[i].dim.vtx[j].z;
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BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
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vtx[j].x += this->dyna.actor.posRot.pos.x;
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vtx[j].y += this->dyna.actor.posRot.pos.y;
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vtx[j].z += this->dyna.actor.posRot.pos.z;
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}
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func_800627A0(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
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}
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this->actionFunc = BgMizuBwall_Idle;
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}
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}
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break;
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case MIZUBWALL_STINGER_ROOM_1:
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if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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this->dList = NULL;
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this->actionFunc = BgMizuBwall_DoNothing;
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} else {
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Collider_InitTris(globalCtx, &this->collider);
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if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
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this->elements)) {
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osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c",
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724, this->dyna.actor.params);
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Actor_Kill(&this->dyna.actor);
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} else {
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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s32 i;
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s32 j;
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Vec3f offset;
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Vec3f vtx[3];
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for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
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for (j = 0; j < 3; j++) {
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//! @bug This uses the wrong set of collision triangles, causing the collider to be
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//! flat to the ground instead of vertical. It should use sTrisInitStingerWall.
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offset.x = sTrisInitFloor.list[i].dim.vtx[j].x;
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offset.y = sTrisInitFloor.list[i].dim.vtx[j].y;
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offset.z = sTrisInitFloor.list[i].dim.vtx[j].z + 2.0f;
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BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
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vtx[j].x += this->dyna.actor.posRot.pos.x;
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vtx[j].y += this->dyna.actor.posRot.pos.y;
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vtx[j].z += this->dyna.actor.posRot.pos.z;
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}
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func_800627A0(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
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}
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this->actionFunc = BgMizuBwall_Idle;
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}
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}
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break;
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case MIZUBWALL_STINGER_ROOM_2:
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if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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this->dList = NULL;
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this->actionFunc = BgMizuBwall_DoNothing;
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} else {
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Collider_InitTris(globalCtx, &this->collider);
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if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
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this->elements)) {
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osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c",
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798, this->dyna.actor.params);
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Actor_Kill(&this->dyna.actor);
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} else {
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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s32 i;
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s32 j;
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Vec3f offset;
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Vec3f vtx[3];
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for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
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for (j = 0; j < 3; j++) {
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//! @bug This uses the wrong set of collision triangles, causing the collider to be
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//! flat to the ground instead of vertical. It should use sTrisInitStingerWall.
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offset.x = sTrisInitFloor.list[i].dim.vtx[j].x;
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offset.y = sTrisInitFloor.list[i].dim.vtx[j].y;
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offset.z = sTrisInitFloor.list[i].dim.vtx[j].z + 2.0f;
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BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
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vtx[j].x += this->dyna.actor.posRot.pos.x;
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vtx[j].y += this->dyna.actor.posRot.pos.y;
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vtx[j].z += this->dyna.actor.posRot.pos.z;
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}
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func_800627A0(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
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}
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this->actionFunc = BgMizuBwall_Idle;
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}
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}
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break;
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}
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}
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void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMizuBwall* this = THIS;
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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Collider_DestroyTris(globalCtx, &this->collider);
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}
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void BgMizuBwall_SetAlpha(BgMizuBwall* this, GlobalContext* globalCtx) {
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f32 waterLevel = globalCtx->colCtx.stat.colHeader->waterBoxes[2].ySurface;
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s32 alphaMod;
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|
||||
if (globalCtx->colCtx.stat.colHeader->waterBoxes) {}
|
||||
|
||||
if (waterLevel < -15.0f) {
|
||||
this->scrollAlpha1 = 255;
|
||||
} else if (waterLevel < 445.0f) {
|
||||
alphaMod = ((waterLevel - -15.0f) / (445.0f - -15.0f)) * 95.0f;
|
||||
this->scrollAlpha1 = 255 - alphaMod;
|
||||
} else {
|
||||
this->scrollAlpha1 = 160;
|
||||
}
|
||||
if (waterLevel < 445.0f) {
|
||||
this->scrollAlpha2 = 255;
|
||||
} else if (waterLevel < 765.0f) {
|
||||
alphaMod = ((waterLevel - 445.0f) / (765.0f - 445.0f)) * 95.0f;
|
||||
this->scrollAlpha2 = 255 - alphaMod;
|
||||
} else {
|
||||
this->scrollAlpha2 = 160;
|
||||
}
|
||||
if (waterLevel < -835.0f) {
|
||||
this->scrollAlpha3 = 255;
|
||||
} else if (waterLevel < -15.0f) {
|
||||
alphaMod = ((waterLevel - -835.0f) / (-15.0f - -835.0f)) * 95.0f;
|
||||
this->scrollAlpha3 = 255 - alphaMod;
|
||||
} else {
|
||||
this->scrollAlpha3 = 160;
|
||||
}
|
||||
this->scrollAlpha4 = this->scrollAlpha3;
|
||||
}
|
||||
|
||||
void BgMizuBwall_SpawnDebris(BgMizuBwall* this, GlobalContext* globalCtx) {
|
||||
s32 i;
|
||||
s32 pad;
|
||||
s16 rand1;
|
||||
s16 rand2;
|
||||
Vec3f* thisPos = &this->dyna.actor.posRot.pos;
|
||||
Vec3f debrisPos;
|
||||
f32 tempx;
|
||||
f32 tempz;
|
||||
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
|
||||
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
|
||||
Vec3f debrisOffsets[15];
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(debrisOffsets); i++) {
|
||||
switch ((u16)this->dyna.actor.params & 0xF) {
|
||||
case MIZUBWALL_FLOOR:
|
||||
debrisOffsets[i].x = (Rand_ZeroOne() * 80.0f) - 40.0f;
|
||||
debrisOffsets[i].y = Rand_ZeroOne() * 0;
|
||||
debrisOffsets[i].z = (Rand_ZeroOne() * 80.0f) - 40.0f;
|
||||
break;
|
||||
case MIZUBWALL_RUTO_ROOM:
|
||||
debrisOffsets[i].x = Rand_ZeroOne() * 0;
|
||||
debrisOffsets[i].y = Rand_ZeroOne() * 100.0f;
|
||||
debrisOffsets[i].z = (Rand_ZeroOne() * 80.0f) - 40.0f;
|
||||
break;
|
||||
case MIZUBWALL_UNUSED:
|
||||
case MIZUBWALL_STINGER_ROOM_1:
|
||||
default:
|
||||
debrisOffsets[i].x = (Rand_ZeroOne() * 120) - 60.0f;
|
||||
debrisOffsets[i].y = Rand_ZeroOne() * 120;
|
||||
debrisOffsets[i].z = Rand_ZeroOne() * 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(debrisOffsets); i++) {
|
||||
tempx = debrisOffsets[i].x;
|
||||
tempz = debrisOffsets[i].z;
|
||||
|
||||
debrisPos.x = thisPos->x + tempz * sin + tempx * cos;
|
||||
debrisPos.y = thisPos->y + debrisOffsets[i].y;
|
||||
debrisPos.z = thisPos->z + tempz * cos - tempx * sin;
|
||||
|
||||
rand1 = (s16)(Rand_ZeroOne() * 120.0f) + 20;
|
||||
rand2 = (s16)(Rand_ZeroOne() * 240.0f) + 20;
|
||||
func_80033480(globalCtx, &debrisPos, 50.0f, 2, rand1, rand2, 0);
|
||||
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0,
|
||||
0xB);
|
||||
}
|
||||
}
|
||||
|
||||
void BgMizuBwall_Idle(BgMizuBwall* this, GlobalContext* globalCtx) {
|
||||
BgMizuBwall_SetAlpha(this, globalCtx);
|
||||
if (this->collider.base.acFlags & 2) {
|
||||
this->collider.base.acFlags &= ~2;
|
||||
Flags_SetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F);
|
||||
this->breakTimer = 1;
|
||||
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
|
||||
this->dList = NULL;
|
||||
BgMizuBwall_SpawnDebris(this, globalCtx);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
this->actionFunc = BgMizuBwall_Break;
|
||||
} else if (this->dyna.actor.xzDistFromLink < 600.0f) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
|
||||
void BgMizuBwall_Break(BgMizuBwall* this, GlobalContext* globalCtx) {
|
||||
if (this->breakTimer > 0) {
|
||||
this->breakTimer--;
|
||||
} else {
|
||||
this->actionFunc = BgMizuBwall_DoNothing;
|
||||
}
|
||||
}
|
||||
|
||||
void BgMizuBwall_DoNothing(BgMizuBwall* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
void BgMizuBwall_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
BgMizuBwall* this = THIS;
|
||||
|
||||
this->actionFunc(this, globalCtx);
|
||||
}
|
||||
|
||||
void BgMizuBwall_Draw(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
BgMizuBwall* this = THIS;
|
||||
GlobalContext* globalCtx = globalCtx2;
|
||||
u32 frames;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_mizu_bwall.c", 1095);
|
||||
if (1) {}
|
||||
frames = globalCtx->gameplayFrames;
|
||||
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
|
||||
0, 0, this->scrollAlpha1));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
|
||||
0, 0, this->scrollAlpha2));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A,
|
||||
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
|
||||
0, 0, this->scrollAlpha3));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0B,
|
||||
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
|
||||
0, 0, this->scrollAlpha4));
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_mizu_bwall.c", 1129), 2);
|
||||
|
||||
if (this->dList != NULL) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, this->dList);
|
||||
}
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_mizu_bwall.c", 1136);
|
||||
}
|
||||
|
|
|
@ -6,11 +6,31 @@
|
|||
|
||||
struct BgMizuBwall;
|
||||
|
||||
typedef void (*BgMizuBwallActionFunc)(struct BgMizuBwall*, GlobalContext*);
|
||||
|
||||
typedef struct BgMizuBwall {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ char unk_14C[0x170];
|
||||
/* 0x0000 */ DynaPolyActor dyna;
|
||||
/* 0x0164 */ ColliderTris collider;
|
||||
/* 0x0184 */ ColliderTrisItem elements[3]; // only ever uses 2
|
||||
/* 0x0298 */ BgMizuBwallActionFunc actionFunc;
|
||||
/* 0x029C */ f32 yRot;
|
||||
/* 0x02A0 */ s32 scrollAlpha1;
|
||||
/* 0x02A4 */ s32 scrollAlpha2;
|
||||
/* 0x02A8 */ s32 scrollAlpha3;
|
||||
/* 0x02AC */ s32 scrollAlpha4;
|
||||
/* 0x02B0 */ s32 breakTimer;
|
||||
/* 0x02B4 */ char unk_2B4[4];
|
||||
/* 0x02B8 */ Gfx* dList;
|
||||
} BgMizuBwall; // size = 0x02BC
|
||||
|
||||
typedef enum {
|
||||
MIZUBWALL_FLOOR,
|
||||
MIZUBWALL_RUTO_ROOM,
|
||||
MIZUBWALL_UNUSED,
|
||||
MIZUBWALL_STINGER_ROOM_1,
|
||||
MIZUBWALL_STINGER_ROOM_2
|
||||
} BgMizuBwallType;
|
||||
|
||||
extern const ActorInit Bg_Mizu_Bwall_InitVars;
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue