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* 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

* Is this where I make a Mr Hands joke?

* Manos: the Hands of Fate

* cleanup

* and format
This commit is contained in:
petrie911 2020-12-02 13:58:57 -06:00 committed by GitHub
parent fd97e8433e
commit bf9a1aadd9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
31 changed files with 597 additions and 1942 deletions

View file

@ -5,6 +5,7 @@
*/
#include "z_en_dha.h"
#include "overlays/actors/ovl_En_Dh/z_en_dh.h"
#define FLAGS 0x00000015
@ -66,7 +67,7 @@ static ColliderJntSphItemInit sJntSphItemsInit[] = {
static ColliderJntSphInit sJntSphInit = {
{ COLTYPE_UNK6, 0x00, 0x09, 0x19, 0x10, COLSHAPE_JNTSPH },
5,
&sJntSphItemsInit,
sJntSphItemsInit,
};
static InitChainEntry sInitChain[] = {
@ -96,12 +97,13 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.colChkInfo.health = 8;
this->unk_1CE = -0x4000;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, &this->colliderItem);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
this->actor.flags &= ~1;
func_809EC9C8(this);
}
void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
Collider_DestroyJntSph(globalCtx, &this->collider);
@ -123,40 +125,34 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
Vec3f D_809ED758 = { 0.0f, 0.0f, -54.0f };
Player* player = PLAYER;
s32 pad;
s32 unkVar;
Vec3f playerPos;
s32 pad2;
s16 unkVar2;
s16 unkVar3;
s32 result;
Vec3f playerPos = player->actor.posRot.pos;
Vec3s test;
s16 result;
s32 resultAbs;
s32 pad3;
playerPos = player->actor.posRot.pos;
playerPos.x += (Math_Sins(player->actor.shape.rot.y) * -5.0f);
playerPos.z += (Math_Coss(player->actor.shape.rot.y) * -5.0f);
playerPos.x += Math_Sins(player->actor.shape.rot.y) * -5.0f;
playerPos.z += Math_Coss(player->actor.shape.rot.y) * -5.0f;
if (LINK_IS_CHILD) {
playerPos.y += 38.0f;
} else {
playerPos.y += 56.0f;
}
if (this->actor.xzDistFromLink <= 100.0f) {
this->unk_1D0.y = 0;
this->unk_1D0.z = this->unk_1D0.y;
this->unk_1D6.x = this->unk_1D0.y;
this->unk_1D6.x = this->unk_1D0.z = this->unk_1D0.y = 0;
if (Math_Vec3f_DistXYZ(&playerPos, &this->unk_1DC) <= 12.0f) {
if (this->unk_1CC == 0) {
if (globalCtx->grabPlayer(globalCtx, player) != 0) {
if (globalCtx->grabPlayer(globalCtx, player)) {
this->unk_1CA = 0;
this->unk_1CC++;
if (this->actor.parent != NULL) {
this->actor.parent->params = 1;
this->actor.parent->params = ENDH_START_ATTACK_GRAB;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
}
} else {
this->unk_1CA += 0x1194;
this->unk_1D0.y = (Math_Sins(this->unk_1CA) * 1820.0f);
this->unk_1D0.y = Math_Sins(this->unk_1CA) * 1820.0f;
if (!(player->stateFlags2 & 0x80)) {
this->unk_1CC = 0;
func_809ECF60(this);
@ -167,56 +163,50 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
}
}
func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D0.z, 0);
this->unk_1D6.x = ((this->unk_1D6.x - this->actor.shape.rot.y) - this->unk_1D0.y);
this->unk_1D0.z = (((this->unk_1D0.z - this->actor.shape.rot.x) - this->unk_1CE) - this->unk_1D0.x);
this->unk_1D6.x -= this->actor.shape.rot.y + this->unk_1D0.y;
this->unk_1D0.z -= this->actor.shape.rot.x + this->unk_1CE + this->unk_1D0.x;
} else {
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if (this->actor.initPosRot.rot.z != 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT);
this->actor.initPosRot.rot.z = 0;
}
}
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot, &playerPos);
Math_SmoothScaleMaxMinF(&this->unk_1DC, playerPos.x, 1.0f, 16.0f, 0.0f);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot.pos, &playerPos);
Math_SmoothScaleMaxMinF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
func_80035844(&this->unk_1F4, &this->unk_1DC, &unkVar3, 0);
Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, 0);
Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
func_80035844(&this->unk_1F4, &this->unk_1DC, &test, 0);
Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, MTXMODE_NEW);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED758, &this->unk_1F4);
Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0);
func_80035844(&this->actor.posRot, &this->unk_1F4, &unkVar3, 0);
Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, MTXMODE_NEW);
func_80035844(&this->actor.posRot.pos, &this->unk_1F4, &test, 0);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED74C, &this->unk_1F4);
this->unk_1CE = Math_Vec3f_Pitch(&this->actor.posRot, &this->unk_1F4);
result = (s16)(Math_Vec3f_Yaw(&this->actor.posRot, &this->unk_1F4) - this->actor.shape.rot.y);
this->unk_1CE = Math_Vec3f_Pitch(&this->actor.posRot.pos, &this->unk_1F4);
result = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->unk_1F4) - this->actor.shape.rot.y;
resultAbs = ABS(result);
if (resultAbs >= 0x4000) {
this->unk_1CE = -0x8000 - this->unk_1CE;
}
this->unk_1D0.x = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE);
if (this->unk_1D0.x < 0) {
this->unk_1CE += (this->unk_1D0.x * 2);
this->unk_1CE += this->unk_1D0.x * 2;
this->unk_1D0.x *= -2;
return;
}
} else {
unkVar = ~0x80;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= unkVar;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
this->actor.initPosRot.rot.z = 1;
Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x3E8, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
}
@ -230,12 +220,10 @@ void func_809ECF60(EnDha* this) {
void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 2000, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.y, 0, 1, 600, 0);
@ -252,10 +240,10 @@ void EnDha_SetupDeath(EnDha* this) {
this->unk_1C8 = 300;
if (this->actor.parent != NULL) {
if (this->actor.parent->params != 0xA) {
if (this->actor.parent->params != ENDH_DEATH) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD);
}
if (this->actor.parent->params <= 0) {
if (this->actor.parent->params <= ENDH_WAIT_UNDERGROUND) {
this->actor.parent->params--;
}
}
@ -267,14 +255,12 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
Vec3f vector;
Player* player = PLAYER;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x7D0, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
result = Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (result == 0) {
@ -284,11 +270,9 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
if (-12000.0f < this->actor.shape.unk_08) {
this->actor.shape.unk_08 -= 1000.0f;
func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1);
return;
}
this->unk_1C8--;
if (this->actor.parent != 0) {
if (this->actor.parent->params == 0xA) {
} else {
this->unk_1C8--;
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
Actor_Kill(&this->actor);
return;
}
@ -315,54 +299,44 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
this->actor.colChkInfo.health = 8;
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xE0);
} else {
Audio_PlayActorSound2(this, NA_SE_EN_DEADHAND_DAMAGE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
this->unk_1C0 = 9;
func_809ECF60(this);
}
}
}
if (this->actor.parent != NULL) {
if (this->actor.parent->params == 0xA) {
EnDha_SetupDeath(this);
}
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
EnDha_SetupDeath(this);
}
}
void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
CollisionCheckContext* colChkCtx;
colChkCtx = &globalCtx->colChkCtx;
if (this->actor.parent == NULL) {
this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORTYPE_ENEMY, 10000.0f);
}
EnDha_UpdateHealth(this, globalCtx);
this->actionFunc(this, globalCtx);
CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider);
CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDha* this = THIS;
s32 retVar;
if (limbIndex == 1) {
rot->y = -(s16)(this->unk_1CE + 0x4000);
rot->z += this->unk_1D0.y;
retVar = 0;
} else if (limbIndex == 2) {
rot->z = this->unk_1D0.x;
rot->y -= this->unk_1D0.y;
retVar = 0;
} else if (limbIndex == 3) {
rot->y = -(this->unk_1D6.x);
rot->z = -(this->unk_1D0.z);
retVar = 0;
} else {
retVar = 0;
rot->y = -this->unk_1D6.x;
rot->z = -this->unk_1D0.z;
}
return retVar;
return 0;
}
void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
@ -392,6 +366,7 @@ void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
}
void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);