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Minor en_changer and en_bom_bowl_man documentation update (#2272)
* minor en_changer documentation update * rename EnChanger->chestOpened to selectedChest, formatting * update asm comment on EnChanger_OpenChests * use EnExItemType enum instead of EXITEM_COUNTER define
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eee7ba9bd5
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4 changed files with 22 additions and 19 deletions
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@ -417,7 +417,7 @@ void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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this->exItem = (EnExItem*)Actor_SpawnAsChild(
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this->exItem = (EnExItem*)Actor_SpawnAsChild(
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&play->actorCtx, &this->actor, play, ACTOR_EN_EX_ITEM, sPrizePosOffset[this->prizeIndex].x + 148.0f,
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&play->actorCtx, &this->actor, play, ACTOR_EN_EX_ITEM, sPrizePosOffset[this->prizeIndex].x + 148.0f,
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sPrizePosOffset[this->prizeIndex].y + 40.0f, sPrizePosOffset[this->prizeIndex].z + 300.0f, 0,
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sPrizePosOffset[this->prizeIndex].y + 40.0f, sPrizePosOffset[this->prizeIndex].z + 300.0f, 0,
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sPrizeRot[this->prizeIndex], 0, this->prizeIndex + EXITEM_COUNTER);
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sPrizeRot[this->prizeIndex], 0, this->prizeIndex + EXITEM_BOMB_BAG_COUNTER);
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if (!this->startedPlaying) {
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if (!this->startedPlaying) {
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this->bowlPit = (EnBomBowlPit*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play,
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this->bowlPit = (EnBomBowlPit*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play,
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@ -204,7 +204,7 @@ void EnChanger_Wait(EnChanger* this, PlayState* play) {
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Flags_SetTreasure(play, this->rightChestNum & 0x1F);
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Flags_SetTreasure(play, this->rightChestNum & 0x1F);
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this->actionFunc = EnChanger_OpenChests;
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this->actionFunc = EnChanger_OpenChests;
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} else if (this->rightChest->unk_1F4 != 0) {
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} else if (this->rightChest->unk_1F4 != 0) {
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this->chestOpened = CHEST_RIGHT;
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this->selectedChest = CHEST_RIGHT;
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this->timer = 80;
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this->timer = 80;
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Flags_SetTreasure(play, this->leftChestNum & 0x1F);
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Flags_SetTreasure(play, this->leftChestNum & 0x1F);
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this->actionFunc = EnChanger_OpenChests;
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this->actionFunc = EnChanger_OpenChests;
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@ -216,8 +216,8 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
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f32 zPos;
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f32 zPos;
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f32 yPos;
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f32 yPos;
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f32 xPos;
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f32 xPos;
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s16 temp_s0;
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s16 selectedChest;
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s16 temp_s0_2;
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s16 unopenedChestItemType;
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EnBox* left;
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EnBox* left;
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EnBox* right;
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EnBox* right;
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@ -225,22 +225,26 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
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right = this->rightChest;
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right = this->rightChest;
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if (this->timer == 0) {
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if (this->timer == 0) {
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temp_s0_2 = temp_s0 = this->chestOpened; // Required to use the right registers
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// `unopenedChestItemType` being set here is required for matching, but doesn't do anything useful
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unopenedChestItemType = selectedChest = this->selectedChest;
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switch (temp_s0_2) {
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switch (selectedChest) {
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case CHEST_LEFT:
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case CHEST_LEFT:
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xPos = right->dyna.actor.world.pos.x;
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xPos = right->dyna.actor.world.pos.x;
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yPos = right->dyna.actor.world.pos.y;
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yPos = right->dyna.actor.world.pos.y;
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zPos = right->dyna.actor.world.pos.z;
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zPos = right->dyna.actor.world.pos.z;
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if (this->rightChestGetItemId == GI_DOOR_KEY) {
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if (this->rightChestGetItemId == GI_DOOR_KEY) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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EXITEM_SMALL_KEY_CHEST);
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Flags_SetSwitch(play, 0x32);
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Flags_SetSwitch(play, 0x32);
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} else {
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} else {
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temp_s0_2 = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_CHEST;
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unopenedChestItemType =
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(s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
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// "Open right treasure (chest)"
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// "Open right treasure (chest)"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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unopenedChestItemType);
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}
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}
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break;
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break;
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case CHEST_RIGHT:
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case CHEST_RIGHT:
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@ -249,13 +253,16 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
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zPos = left->dyna.actor.world.pos.z;
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zPos = left->dyna.actor.world.pos.z;
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if (this->leftChestGetItemId == GI_DOOR_KEY) {
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if (this->leftChestGetItemId == GI_DOOR_KEY) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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EXITEM_SMALL_KEY_CHEST);
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Flags_SetSwitch(play, 0x32);
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Flags_SetSwitch(play, 0x32);
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} else {
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} else {
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temp_s0_2 = (s16)(this->leftChestGetItemId - 0x72) + 0xA;
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unopenedChestItemType =
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(s16)(this->leftChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
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// "Open left treasure (chest)"
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// "Open left treasure (chest)"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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unopenedChestItemType);
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}
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}
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break;
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break;
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}
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}
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@ -19,7 +19,7 @@ typedef struct EnChanger {
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/* 0x015E */ s16 rightChestNum;
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/* 0x015E */ s16 rightChestNum;
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/* 0x0160 */ s16 leftChestGetItemId;
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/* 0x0160 */ s16 leftChestGetItemId;
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/* 0x0162 */ s16 rightChestGetItemId;
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/* 0x0162 */ s16 rightChestGetItemId;
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/* 0x0164 */ s16 chestOpened;
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/* 0x0164 */ s16 selectedChest;
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/* 0x0166 */ s16 timer;
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/* 0x0166 */ s16 timer;
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/* 0x0168 */ s16 roomChestsOpened;
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/* 0x0168 */ s16 roomChestsOpened;
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} EnChanger; // size = 0x016C
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} EnChanger; // size = 0x016C
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@ -52,8 +52,4 @@ typedef enum EnExItemType {
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/* 19 */ EXITEM_BULLET_BAG
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/* 19 */ EXITEM_BULLET_BAG
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} EnExItemType;
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} EnExItemType;
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#define EXITEM_COUNTER 5
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#define EXITEM_CHEST 10
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#define EXITEM_MAGIC 16
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#endif
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#endif
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