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Documentation pass on DoorShutter (#1352)

* Documentation pass on `DoorShutter`

* lockTimer -> unlockTimer

* Add `DOORSHUTTER_STYLE_FROM_SCENE`

* `DoorShutter_SetupType` -> `DoorShutter_WaitForObject`

* perpendicularly -> perpendicular

* `DoorShutter_CheckShouldDraw` -> `DoorShutter_ShouldDraw`

* Improve comment on `DoorShutter_GetPlayerSide`

* `jabuDoorClosed`/`barsClosed` +`Amount`

* attempt to improve a comment

* fix shameful left-aligned numbers

* unname closing/opening

* action funcs names

* run formatter

* enums improvements

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
This commit is contained in:
Dragorn421 2022-10-24 21:58:33 +02:00 committed by GitHub
parent e4c1a4b512
commit ce2e5e71c8
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 440 additions and 225 deletions

View file

@ -386,7 +386,7 @@ s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB);
s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint);
f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB);
f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2);
void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos);
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
f32 Player_GetHeight(Player* player);
f32 func_8002DCE4(Player* player);

View file

@ -931,20 +931,24 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_DistXZ(&actor->world.pos, refPoint);
}
void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) {
f32 cosRot2Y;
f32 sinRot2Y;
/**
* Convert `pos` to be relative to the actor's position and yaw, store into `dest`.
* Actor_WorldToActorCoords
*/
void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos) {
f32 cosY;
f32 sinY;
f32 deltaX;
f32 deltaZ;
cosRot2Y = Math_CosS(actor->shape.rot.y);
sinRot2Y = Math_SinS(actor->shape.rot.y);
deltaX = arg2->x - actor->world.pos.x;
deltaZ = arg2->z - actor->world.pos.z;
cosY = Math_CosS(actor->shape.rot.y);
sinY = Math_SinS(actor->shape.rot.y);
deltaX = pos->x - actor->world.pos.x;
deltaZ = pos->z - actor->world.pos.z;
result->x = (deltaX * cosRot2Y) - (deltaZ * sinRot2Y);
result->z = (deltaX * sinRot2Y) + (deltaZ * cosRot2Y);
result->y = arg2->y - actor->world.pos.y;
dest->x = (deltaX * cosY) - (deltaZ * sinY);
dest->z = (deltaX * sinY) + (deltaZ * cosY);
dest->y = pos->y - actor->world.pos.y;
}
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {

View file

@ -33,7 +33,7 @@ void DoorShutter_Update(Actor* thisx, PlayState* play);
void DoorShutter_Draw(Actor* thisx, PlayState* play);
void DoorShutter_RequestQuakeAndRumble(PlayState* play, s16 quakeY, s16 quakeDuration, s16 camId);
void DoorShutter_SetupType(DoorShutter* this, PlayState* play);
void DoorShutter_WaitForObject(DoorShutter* this, PlayState* play);
void func_80996A54(DoorShutter* this, PlayState* play);
void func_80996B00(DoorShutter* this, PlayState* play);
void func_80996B0C(DoorShutter* this, PlayState* play);
@ -42,11 +42,11 @@ void func_80996F98(DoorShutter* this, PlayState* play);
void func_80997004(DoorShutter* this, PlayState* play);
void func_80997150(DoorShutter* this, PlayState* play);
void func_809973E8(DoorShutter* this, PlayState* play);
void func_80997528(DoorShutter* this, PlayState* play);
void DoorShutter_JabuDoorClose(DoorShutter* this, PlayState* play);
void func_80997568(DoorShutter* this, PlayState* play);
void func_809975C0(DoorShutter* this, PlayState* play);
void func_809976B8(DoorShutter* this, PlayState* play);
void func_80997744(DoorShutter* this, PlayState* play);
void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play);
void DoorShutter_GohmaBlockBounce(DoorShutter* this, PlayState* play);
void DoorShutter_PhantomGanonBarsRaise(DoorShutter* this, PlayState* play);
const ActorInit Door_Shutter_InitVars = {
ACTOR_DOOR_SHUTTER,
@ -60,66 +60,206 @@ const ActorInit Door_Shutter_InitVars = {
(ActorFunc)DoorShutter_Draw,
};
typedef enum {
/* 0 */ DOORSHUTTER_GFX_DEKU_TREE_1,
/* 1 */ DOORSHUTTER_GFX_DEKU_TREE_2,
/* 2 */ DOORSHUTTER_GFX_DODONGOS_CAVERN,
/* 3 */ DOORSHUTTER_GFX_JABU_JABU,
/* 4 */ DOORSHUTTER_GFX_PHANTOM_GANON_BARS,
/* 5 */ DOORSHUTTER_GFX_GOHMA_BLOCK,
/* 6 */ DOORSHUTTER_GFX_SPIRIT_TEMPLE,
/* 7 */ DOORSHUTTER_GFX_BOSS_DOOR,
/* 8 */ DOORSHUTTER_GFX_GENERIC,
/* 9 */ DOORSHUTTER_GFX_FIRE_TEMPLE_1,
/* 10 */ DOORSHUTTER_GFX_FIRE_TEMPLE_2,
/* 11 */ DOORSHUTTER_GFX_GANONS_TOWER,
/* 12 */ DOORSHUTTER_GFX_WATER_TEMPLE_1,
/* 13 */ DOORSHUTTER_GFX_WATER_TEMPLE_2,
/* 14 */ DOORSHUTTER_GFX_SHADOW_TEMPLE_1,
/* 15 */ DOORSHUTTER_GFX_SHADOW_TEMPLE_2,
/* 16 */ DOORSHUTTER_GFX_ICE_CAVERN,
/* 17 */ DOORSHUTTER_GFX_GERUDO_TRAINING_GROUND,
/* 18 */ DOORSHUTTER_GFX_GANONS_CASTLE,
/* 19 */ DOORSHUTTER_GFX_ROYAL_FAMILYS_TOMB
} DoorShutterGfxType;
typedef enum {
/* -1 */ DOORSHUTTER_STYLE_FROM_SCENE = -1, // Style is taken from `sSceneInfo`
/* 0 */ DOORSHUTTER_STYLE_PHANTOM_GANON,
/* 1 */ DOORSHUTTER_STYLE_GOHMA_BLOCK,
/* 2 */ DOORSHUTTER_STYLE_DEKU_TREE,
/* 3 */ DOORSHUTTER_STYLE_DODONGOS_CAVERN,
/* 4 */ DOORSHUTTER_STYLE_JABU_JABU,
/* 5 */ DOORSHUTTER_STYLE_FOREST_TEMPLE,
/* 6 */ DOORSHUTTER_STYLE_BOSS_DOOR,
/* 7 */ DOORSHUTTER_STYLE_GENERIC, // Default for some `DoorShutterType`s
/* 8 */ DOORSHUTTER_STYLE_FIRE_TEMPLE,
/* 9 */ DOORSHUTTER_STYLE_GANONS_TOWER,
/* 10 */ DOORSHUTTER_STYLE_SPIRIT_TEMPLE,
/* 11 */ DOORSHUTTER_STYLE_WATER_TEMPLE,
/* 12 */ DOORSHUTTER_STYLE_SHADOW_TEMPLE,
/* 13 */ DOORSHUTTER_STYLE_ICE_CAVERN,
/* 14 */ DOORSHUTTER_STYLE_GERUDO_TRAINING_GROUND,
/* 15 */ DOORSHUTTER_STYLE_GANONS_CASTLE,
/* 16 */ DOORSHUTTER_STYLE_ROYAL_FAMILYS_TOMB
} DoorShutterStyleType;
typedef struct {
s16 objectId;
u8 index1;
u8 index2;
} ShutterObjectInfo;
u8 gfxType1;
u8 gfxType2;
} DoorShutterStyleInfo;
static ShutterObjectInfo sObjectInfo[] = {
{ OBJECT_GND, 4, 4 },
{ OBJECT_GOMA, 5, 5 },
{ OBJECT_YDAN_OBJECTS, 0, 1 },
{ OBJECT_DDAN_OBJECTS, 2, 2 },
{ OBJECT_BDAN_OBJECTS, 3, 3 },
{ OBJECT_GAMEPLAY_KEEP, 8, 8 },
{ OBJECT_BDOOR, 7, 7 },
{ OBJECT_GAMEPLAY_KEEP, 8, 8 },
{ OBJECT_HIDAN_OBJECTS, 9, 10 },
{ OBJECT_GANON_OBJECTS, 11, 11 },
{ OBJECT_JYA_DOOR, 6, 6 },
{ OBJECT_MIZU_OBJECTS, 12, 13 },
{ OBJECT_HAKA_DOOR, 14, 15 },
{ OBJECT_ICE_OBJECTS, 16, 16 },
{ OBJECT_MENKURI_OBJECTS, 17, 17 },
{ OBJECT_DEMO_KEKKAI, 18, 18 },
{ OBJECT_OUKE_HAKA, 19, 19 },
static DoorShutterStyleInfo sStyleInfo[] = {
/* DOORSHUTTER_STYLE_PHANTOM_GANON */
{
OBJECT_GND,
DOORSHUTTER_GFX_PHANTOM_GANON_BARS,
DOORSHUTTER_GFX_PHANTOM_GANON_BARS,
},
/* DOORSHUTTER_STYLE_GOHMA_BLOCK */
{
OBJECT_GOMA,
DOORSHUTTER_GFX_GOHMA_BLOCK,
DOORSHUTTER_GFX_GOHMA_BLOCK,
},
/* DOORSHUTTER_STYLE_DEKU_TREE */
{
OBJECT_YDAN_OBJECTS,
DOORSHUTTER_GFX_DEKU_TREE_1,
DOORSHUTTER_GFX_DEKU_TREE_2,
},
/* DOORSHUTTER_STYLE_DODONGOS_CAVERN */
{
OBJECT_DDAN_OBJECTS,
DOORSHUTTER_GFX_DODONGOS_CAVERN,
DOORSHUTTER_GFX_DODONGOS_CAVERN,
},
/* DOORSHUTTER_STYLE_JABU_JABU */
{
OBJECT_BDAN_OBJECTS,
DOORSHUTTER_GFX_JABU_JABU,
DOORSHUTTER_GFX_JABU_JABU,
},
/* DOORSHUTTER_STYLE_FOREST_TEMPLE */
{
OBJECT_GAMEPLAY_KEEP,
DOORSHUTTER_GFX_GENERIC,
DOORSHUTTER_GFX_GENERIC,
},
/* DOORSHUTTER_STYLE_BOSS_DOOR */
{
OBJECT_BDOOR,
DOORSHUTTER_GFX_BOSS_DOOR,
DOORSHUTTER_GFX_BOSS_DOOR,
},
/* DOORSHUTTER_STYLE_GENERIC */
{
OBJECT_GAMEPLAY_KEEP,
DOORSHUTTER_GFX_GENERIC,
DOORSHUTTER_GFX_GENERIC,
},
/* DOORSHUTTER_STYLE_FIRE_TEMPLE */
{
OBJECT_HIDAN_OBJECTS,
DOORSHUTTER_GFX_FIRE_TEMPLE_1,
DOORSHUTTER_GFX_FIRE_TEMPLE_2,
},
/* DOORSHUTTER_STYLE_GANONS_TOWER */
{
OBJECT_GANON_OBJECTS,
DOORSHUTTER_GFX_GANONS_TOWER,
DOORSHUTTER_GFX_GANONS_TOWER,
},
/* DOORSHUTTER_STYLE_SPIRIT_TEMPLE */
{
OBJECT_JYA_DOOR,
DOORSHUTTER_GFX_SPIRIT_TEMPLE,
DOORSHUTTER_GFX_SPIRIT_TEMPLE,
},
/* DOORSHUTTER_STYLE_WATER_TEMPLE */
{
OBJECT_MIZU_OBJECTS,
DOORSHUTTER_GFX_WATER_TEMPLE_1,
DOORSHUTTER_GFX_WATER_TEMPLE_2,
},
/* DOORSHUTTER_STYLE_SHADOW_TEMPLE */
{
OBJECT_HAKA_DOOR,
DOORSHUTTER_GFX_SHADOW_TEMPLE_1,
DOORSHUTTER_GFX_SHADOW_TEMPLE_2,
},
/* DOORSHUTTER_STYLE_ICE_CAVERN */
{
OBJECT_ICE_OBJECTS,
DOORSHUTTER_GFX_ICE_CAVERN,
DOORSHUTTER_GFX_ICE_CAVERN,
},
/* DOORSHUTTER_STYLE_GERUDO_TRAINING_GROUND */
{
OBJECT_MENKURI_OBJECTS,
DOORSHUTTER_GFX_GERUDO_TRAINING_GROUND,
DOORSHUTTER_GFX_GERUDO_TRAINING_GROUND,
},
/* DOORSHUTTER_STYLE_GANONS_CASTLE */
{
OBJECT_DEMO_KEKKAI,
DOORSHUTTER_GFX_GANONS_CASTLE,
DOORSHUTTER_GFX_GANONS_CASTLE,
},
/* DOORSHUTTER_STYLE_ROYAL_FAMILYS_TOMB */
{
OBJECT_OUKE_HAKA,
DOORSHUTTER_GFX_ROYAL_FAMILYS_TOMB,
DOORSHUTTER_GFX_ROYAL_FAMILYS_TOMB,
},
};
typedef struct {
/* 0x0000 */ Gfx* a;
/* 0x0004 */ Gfx* b;
/* 0x0008 */ u8 c;
/* 0x0009 */ u8 translateZ;
/* 0x000A */ u8 e;
/* 0x000B */ u8 f;
} ShutterInfo;
/* 0x0000 */ Gfx* doorDL;
/* 0x0004 */ Gfx* barsDL;
/* 0x0008 */ u8 barsOpenOffsetY;
/* 0x0009 */ u8 barsOffsetZ;
/* 0x000A */ u8 rangeSides;
/* 0x000B */ u8 rangeY;
} DoorShutterGfxInfo;
static ShutterInfo sShutterInfo[] = {
{ gDTDungeonDoor1DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gDTDungeonDoor2DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gDodongoDoorDL, gDodongoBarsDL, 240, 14, 70, 15 },
{ gJabuDoorSection1DL, gJabuWebDoorDL, 0, 110, 50, 15 },
{ gPhantomGanonBarsDL, NULL, 130, 12, 50, 15 },
{ gGohmaDoorDL, NULL, 130, 12, 50, 15 },
{ gSpiritDoorDL, gJyaDoorMetalBarsDL, 240, 14, 50, 15 },
{ gBossDoorDL, NULL, 130, 12, 50, 15 },
{ gDungeonDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gFireTempleDoorFrontDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gFireTempleDoorBackDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ganon_objects_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gObjectMizuObjectsDoorShutterDL_005D90, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gObjectMizuObjectsDoorShutterDL_007000, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_haka_door_DL_002620, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_haka_door_DL_003890, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ice_objects_DL_001D10, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gGTGDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gGanonsCastleDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ouke_haka_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 },
static DoorShutterGfxInfo sGfxInfo[] = {
{ gDTDungeonDoor1DL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_DEKU_TREE_1
{ gDTDungeonDoor2DL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_DEKU_TREE_2
{ gDodongoDoorDL, gDodongoBarsDL, 240, 14, 70, 15 }, // DOORSHUTTER_GFX_DODONGOS_CAVERN
{ gJabuDoorSection1DL, gJabuWebDoorDL, 0, 110, 50, 15 }, // DOORSHUTTER_GFX_JABU_JABU
{ gPhantomGanonBarsDL, NULL, 130, 12, 50, 15 }, // DOORSHUTTER_GFX_PHANTOM_GANON_BARS
{ gGohmaDoorDL, NULL, 130, 12, 50, 15 }, // DOORSHUTTER_GFX_GOHMA_BLOCK
{ gSpiritDoorDL, gJyaDoorMetalBarsDL, 240, 14, 50, 15 }, // DOORSHUTTER_GFX_SPIRIT_TEMPLE
{ gBossDoorDL, NULL, 130, 12, 50, 15 }, // DOORSHUTTER_GFX_BOSS_DOOR
{ gDungeonDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_GENERIC
{ gFireTempleDoorFrontDL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_FIRE_TEMPLE_1
{ gFireTempleDoorBackDL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_FIRE_TEMPLE_2
{ object_ganon_objects_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_GANONS_TOWER
{ gObjectMizuObjectsDoorShutterDL_005D90, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_WATER_TEMPLE_1
{ gObjectMizuObjectsDoorShutterDL_007000, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_WATER_TEMPLE_2
{ object_haka_door_DL_002620, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_SHADOW_TEMPLE_1
{ object_haka_door_DL_003890, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_SHADOW_TEMPLE_2
{ object_ice_objects_DL_001D10, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_ICE_CAVERN
{ gGTGDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_GERUDO_TRAINING_GROUND
{ gGanonsCastleDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_GANONS_CASTLE
{ object_ouke_haka_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 }, // DOORSHUTTER_GFX_ROYAL_FAMILYS_TOMB
};
static s8 D_80998224[] = {
-1, -1, -1, -1, 0, 6, 1, -1, 0, -1, -1, -1,
static s8 sTypeStyles[] = {
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_FRONT_CLEAR
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_FRONT_SWITCH
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_BACK_LOCKED
DOORSHUTTER_STYLE_PHANTOM_GANON, // SHUTTER_PG_BARS
DOORSHUTTER_STYLE_BOSS_DOOR, // SHUTTER_BOSS
DOORSHUTTER_STYLE_GOHMA_BLOCK, // SHUTTER_GOHMA_BLOCK
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_FRONT_SWITCH_BACK_CLEAR
DOORSHUTTER_STYLE_PHANTOM_GANON, // SHUTTER_8
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_9
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_A
DOORSHUTTER_STYLE_FROM_SCENE, // SHUTTER_KEY_LOCKED
};
static InitChainEntry sInitChain[] = {
@ -131,32 +271,54 @@ static InitChainEntry sInitChain[] = {
typedef struct {
s16 sceneId;
u8 index;
} ShutterSceneInfo;
u8 styleType;
} DoorShutterSceneInfo;
static ShutterSceneInfo sSceneInfo[] = {
{ SCENE_YDAN, 0x02 }, { SCENE_DDAN, 0x03 }, { SCENE_DDAN_BOSS, 0x03 },
{ SCENE_BDAN, 0x04 }, { SCENE_BMORI1, 0x05 }, { SCENE_HIDAN, 0x08 },
{ SCENE_GANON, 0x09 }, { SCENE_GANON_BOSS, 0x09 }, { SCENE_JYASINZOU, 0x0A },
{ SCENE_JYASINBOSS, 0x0A }, { SCENE_MIZUSIN, 0x0B }, { SCENE_HAKADAN, 0x0C },
{ SCENE_HAKADANCH, 0x0C }, { SCENE_ICE_DOUKUTO, 0x0D }, { SCENE_MEN, 0x0E },
{ SCENE_GANONTIKA, 0x0F }, { SCENE_HAKAANA_OUKE, 0x10 }, { -1, 0x07 },
static DoorShutterSceneInfo sSceneInfo[] = {
{ SCENE_YDAN, DOORSHUTTER_STYLE_DEKU_TREE },
{ SCENE_DDAN, DOORSHUTTER_STYLE_DODONGOS_CAVERN },
{ SCENE_DDAN_BOSS, DOORSHUTTER_STYLE_DODONGOS_CAVERN },
{ SCENE_BDAN, DOORSHUTTER_STYLE_JABU_JABU },
{ SCENE_BMORI1, DOORSHUTTER_STYLE_FOREST_TEMPLE },
{ SCENE_HIDAN, DOORSHUTTER_STYLE_FIRE_TEMPLE },
{ SCENE_GANON, DOORSHUTTER_STYLE_GANONS_TOWER },
{ SCENE_GANON_BOSS, DOORSHUTTER_STYLE_GANONS_TOWER },
{ SCENE_JYASINZOU, DOORSHUTTER_STYLE_SPIRIT_TEMPLE },
{ SCENE_JYASINBOSS, DOORSHUTTER_STYLE_SPIRIT_TEMPLE },
{ SCENE_MIZUSIN, DOORSHUTTER_STYLE_WATER_TEMPLE },
{ SCENE_HAKADAN, DOORSHUTTER_STYLE_SHADOW_TEMPLE },
{ SCENE_HAKADANCH, DOORSHUTTER_STYLE_SHADOW_TEMPLE },
{ SCENE_ICE_DOUKUTO, DOORSHUTTER_STYLE_ICE_CAVERN },
{ SCENE_MEN, DOORSHUTTER_STYLE_GERUDO_TRAINING_GROUND },
{ SCENE_GANONTIKA, DOORSHUTTER_STYLE_GANONS_CASTLE },
{ SCENE_HAKAANA_OUKE, DOORSHUTTER_STYLE_ROYAL_FAMILYS_TOMB },
{ -1, DOORSHUTTER_STYLE_GENERIC },
};
typedef enum {
/* 0 */ DOORSHUTTER_BOSSDOORTEX_0,
/* 1 */ DOORSHUTTER_BOSSDOORTEX_FIRE,
/* 2 */ DOORSHUTTER_BOSSDOORTEX_WATER,
/* 3 */ DOORSHUTTER_BOSSDOORTEX_SHADOW,
/* 4 */ DOORSHUTTER_BOSSDOORTEX_GANON,
/* 5 */ DOORSHUTTER_BOSSDOORTEX_FOREST,
/* 6 */ DOORSHUTTER_BOSSDOORTEX_SPIRIT
} DoorShutterBossDoorTexIndex;
typedef struct {
s16 dungeonSceneId;
s16 bossSceneId;
u8 index;
} BossDoorInfo;
u8 texIndex;
} DoorShutterBossDoorInfo;
static BossDoorInfo D_80998288[] = {
{ SCENE_HIDAN, SCENE_FIRE_BS, 0x01 },
{ SCENE_MIZUSIN, SCENE_MIZUSIN_BS, 0x02 },
{ SCENE_HAKADAN, SCENE_HAKADAN_BS, 0x03 },
{ SCENE_GANON, SCENE_GANON_BOSS, 0x04 },
{ SCENE_BMORI1, SCENE_MORIBOSSROOM, 0x05 },
{ SCENE_JYASINZOU, SCENE_JYASINBOSS, 0x06 },
{ -1, -1, 0x00 },
static DoorShutterBossDoorInfo sBossDoorInfo[] = {
{ SCENE_HIDAN, SCENE_FIRE_BS, DOORSHUTTER_BOSSDOORTEX_FIRE },
{ SCENE_MIZUSIN, SCENE_MIZUSIN_BS, DOORSHUTTER_BOSSDOORTEX_WATER },
{ SCENE_HAKADAN, SCENE_HAKADAN_BS, DOORSHUTTER_BOSSDOORTEX_SHADOW },
{ SCENE_GANON, SCENE_GANON_BOSS, DOORSHUTTER_BOSSDOORTEX_GANON },
{ SCENE_BMORI1, SCENE_MORIBOSSROOM, DOORSHUTTER_BOSSDOORTEX_FOREST },
{ SCENE_JYASINZOU, SCENE_JYASINBOSS, DOORSHUTTER_BOSSDOORTEX_SPIRIT },
{ -1, -1, DOORSHUTTER_BOSSDOORTEX_0 },
};
static Gfx* sJabuDoorDLists[] = {
@ -164,9 +326,14 @@ static Gfx* sJabuDoorDLists[] = {
gJabuDoorSection5DL, gJabuDoorSection4DL, gJabuDoorSection3DL, gJabuDoorSection2DL,
};
static void* D_809982D4[] = {
gBossDoorDefaultTex, gBossDoorFireTex, gBossDoorWaterTex, gBossDoorShadowTex,
gBossDoorGanonsCastleTex, gBossDoorForestTex, gBossDoorSpiritTex,
static void* sBossDoorTextures[] = {
gBossDoorDefaultTex, // DOORSHUTTER_BOSSDOORTEX_0
gBossDoorFireTex, // DOORSHUTTER_BOSSDOORTEX_FIRE
gBossDoorWaterTex, // DOORSHUTTER_BOSSDOORTEX_WATER
gBossDoorShadowTex, // DOORSHUTTER_BOSSDOORTEX_SHADOW
gBossDoorGanonsCastleTex, // DOORSHUTTER_BOSSDOORTEX_GANON
gBossDoorForestTex, // DOORSHUTTER_BOSSDOORTEX_FOREST
gBossDoorSpiritTex, // DOORSHUTTER_BOSSDOORTEX_SPIRIT
};
void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc) {
@ -178,7 +345,7 @@ s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
ShutterObjectInfo* temp_t0 = &sObjectInfo[this->unk_16B];
DoorShutterStyleInfo* styleInfo = &sStyleInfo[this->styleType];
if (doorType != SHUTTER_KEY_LOCKED) {
if (frontRoom == transitionEntry->sides[1].room) {
@ -194,18 +361,18 @@ s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
}
}
}
this->unk_16C = (doorType == SHUTTER) ? temp_t0->index1 : temp_t0->index2;
this->gfxType = (doorType == SHUTTER) ? styleInfo->gfxType1 : styleInfo->gfxType2;
if (doorType == SHUTTER_FRONT_CLEAR) {
if (!Flags_GetClear(play, this->dyna.actor.room)) {
DoorShutter_SetupAction(this, func_80996A54);
this->unk_170 = 1.0f;
this->barsClosedAmount = 1.0f;
return true;
}
} else if (doorType == SHUTTER_FRONT_SWITCH || doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) {
if (!Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
DoorShutter_SetupAction(this, func_80996EE8);
this->unk_170 = 1.0f;
this->barsClosedAmount = 1.0f;
return true;
}
DoorShutter_SetupAction(this, func_80996F98);
@ -221,7 +388,7 @@ s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
void DoorShutter_Init(Actor* thisx, PlayState* play2) {
DoorShutter* this = (DoorShutter*)thisx;
PlayState* play = play2;
s32 phi_a3;
s32 styleType;
s32 pad;
s32 objectIndex;
s32 i;
@ -230,43 +397,46 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
this->dyna.actor.home.pos.z = this->dyna.actor.shape.yOffset;
DynaPolyActor_Init(&this->dyna, 0);
this->doorType = (this->dyna.actor.params >> 6) & 0xF;
phi_a3 = D_80998224[this->doorType];
if (phi_a3 < 0) {
ShutterSceneInfo* phi_v1;
for (phi_v1 = &sSceneInfo[0], i = 0; i < ARRAY_COUNT(sSceneInfo) - 1; i++, phi_v1++) {
if (play->sceneId == phi_v1->sceneId) {
styleType = sTypeStyles[this->doorType];
if (styleType < 0) {
DoorShutterSceneInfo* sceneInfo;
for (sceneInfo = &sSceneInfo[0], i = 0; i < ARRAY_COUNT(sSceneInfo) - 1; i++, sceneInfo++) {
if (play->sceneId == sceneInfo->sceneId) {
break;
}
}
phi_a3 = phi_v1->index;
} else if (phi_a3 == 6) {
BossDoorInfo* phi_v1_2;
styleType = sceneInfo->styleType;
} else if (styleType == DOORSHUTTER_STYLE_BOSS_DOOR) {
DoorShutterBossDoorInfo* bossDoorInfo;
for (phi_v1_2 = &D_80998288[0], i = 0; i < ARRAY_COUNT(D_80998288) - 1; i++, phi_v1_2++) {
if (play->sceneId == phi_v1_2->dungeonSceneId || play->sceneId == phi_v1_2->bossSceneId) {
for (bossDoorInfo = &sBossDoorInfo[0], i = 0; i < ARRAY_COUNT(sBossDoorInfo) - 1; i++, bossDoorInfo++) {
if (play->sceneId == bossDoorInfo->dungeonSceneId || play->sceneId == bossDoorInfo->bossSceneId) {
break;
}
}
this->unk_168 = phi_v1_2->index;
this->bossDoorTexIndex = bossDoorInfo->texIndex;
} else {
this->dyna.actor.room = -1;
}
if (this->requiredObjBankIndex = objectIndex = Object_GetIndex(&play->objectCtx, sObjectInfo[phi_a3].objectId),
if (this->requiredObjBankIndex = objectIndex = Object_GetIndex(&play->objectCtx, sStyleInfo[styleType].objectId),
(s8)objectIndex < 0) {
Actor_Kill(&this->dyna.actor);
return;
}
DoorShutter_SetupAction(this, DoorShutter_SetupType);
this->unk_16B = phi_a3;
DoorShutter_SetupAction(this, DoorShutter_WaitForObject);
this->styleType = styleType;
if (this->doorType == SHUTTER_KEY_LOCKED || this->doorType == SHUTTER_BOSS) {
if (!Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
this->unk_16E = 10;
this->unlockTimer = 10;
}
Actor_SetFocus(&this->dyna.actor, 60.0f);
} else if (phi_a3 == 4) {
} else if (styleType == DOORSHUTTER_STYLE_JABU_JABU) {
Actor_SetScale(&this->dyna.actor, 0.1f);
this->unk_166 = 100;
this->jabuDoorClosedAmount = 100;
this->dyna.actor.uncullZoneScale = 200.0f;
Actor_SetFocus(&this->dyna.actor, 0.0f);
} else {
@ -285,7 +455,7 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
}
}
void DoorShutter_SetupType(DoorShutter* this, PlayState* play) {
void DoorShutter_WaitForObject(DoorShutter* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex)) {
this->dyna.actor.objBankIndex = this->requiredObjBankIndex;
if (this->doorType == SHUTTER_PG_BARS || this->doorType == SHUTTER_GOHMA_BLOCK) {
@ -293,7 +463,7 @@ void DoorShutter_SetupType(DoorShutter* this, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_SetObjectDependency(play, &this->dyna.actor);
this->unk_16C = sObjectInfo[this->unk_16B].index1;
this->gfxType = sStyleInfo[this->styleType].gfxType1;
CollisionHeader_GetVirtual((this->doorType == SHUTTER_GOHMA_BLOCK) ? &gGohmaDoorCol : &gPhantomGanonBarsCol,
&colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
@ -301,9 +471,9 @@ void DoorShutter_SetupType(DoorShutter* this, PlayState* play) {
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.gravity = -2.0f;
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
DoorShutter_SetupAction(this, func_809975C0);
DoorShutter_SetupAction(this, DoorShutter_GohmaBlockFall);
} else {
DoorShutter_SetupAction(this, func_80997744);
DoorShutter_SetupAction(this, DoorShutter_PhantomGanonBarsRaise);
this->unk_164 = 7;
}
} else {
@ -312,38 +482,57 @@ void DoorShutter_SetupType(DoorShutter* this, PlayState* play) {
}
}
f32 func_80996840(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 arg4) {
/**
* Compute the distance forwards to the player
* (perpendicular to the door's left-right, and negative if the player is behind),
* or returns the max float value if the player is too far left/right (`maxDistSides`) or above/below (`maxDistY`).
*/
f32 DoorShutter_GetPlayerDistance(PlayState* play, DoorShutter* this, f32 offsetY, f32 maxDistSides, f32 maxDistY) {
s32 pad;
Vec3f sp28;
Vec3f sp1C;
Vec3f playerPos;
Vec3f relPlayerPos;
Player* player = GET_PLAYER(play);
sp28.x = player->actor.world.pos.x;
sp28.y = player->actor.world.pos.y + arg2;
sp28.z = player->actor.world.pos.z;
func_8002DBD0(&this->dyna.actor, &sp1C, &sp28);
if (arg3 < fabsf(sp1C.x) || arg4 < fabsf(sp1C.y)) {
playerPos.x = player->actor.world.pos.x;
playerPos.y = player->actor.world.pos.y + offsetY;
playerPos.z = player->actor.world.pos.z;
func_8002DBD0(&this->dyna.actor, &relPlayerPos, &playerPos);
if (fabsf(relPlayerPos.x) > maxDistSides || fabsf(relPlayerPos.y) > maxDistY) {
return FLT_MAX;
} else {
return sp1C.z;
return relPlayerPos.z;
}
}
s32 func_809968D4(DoorShutter* this, PlayState* play) {
/**
* Returns 0 if the player is not near or is not facing the door.
* Returns 1 if the player is near and is facing the front of the door.
* Returns -1 if the player is near and is facing the back of the door.
*/
s32 DoorShutter_GetPlayerSide(DoorShutter* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (!Player_InCsMode(play)) {
ShutterInfo* temp_v1 = &sShutterInfo[this->unk_16C];
f32 temp_f2 = func_80996840(play, this, (this->unk_16C != 3) ? 0.0f : 80.0f, temp_v1->e, temp_v1->f);
DoorShutterGfxInfo* gfxInfo = &sGfxInfo[this->gfxType];
f32 playerDistForwards =
DoorShutter_GetPlayerDistance(play, this, (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) ? 0.0f : 80.0f,
gfxInfo->rangeSides, gfxInfo->rangeY);
if (fabsf(temp_f2) < 50.0f) {
s16 phi_v0 = player->actor.shape.rot.y - this->dyna.actor.shape.rot.y;
if (fabsf(playerDistForwards) < 50.0f) {
s16 yawDiff = player->actor.shape.rot.y - this->dyna.actor.shape.rot.y;
if (temp_f2 > 0.0f) {
phi_v0 = 0x8000 - phi_v0;
// If the player is in front of the door (positive forwards distance)
if (playerDistForwards > 0.0f) {
// It is expected that, when facing the door, the player faces the opposite way compared to the door.
// That means the corresponding yawDiff is around 0x8000 (half a turn),
// so the yawDiff is centered on 0 here.
yawDiff = 0x8000 - yawDiff;
}
if (ABS(phi_v0) < 0x3000) {
return (temp_f2 >= 0.0f) ? 1.0f : -1.0f;
if (ABS(yawDiff) < 0x3000) {
return (playerDistForwards >= 0.0f) ? 1.0f : -1.0f;
}
}
}
@ -357,7 +546,7 @@ void func_80996A54(DoorShutter* this, PlayState* play) {
OnePointCutscene_Attention(play, &this->dyna.actor);
OnePointCutscene_Attention(play, &GET_PLAYER(play)->actor);
this->unk_16F = -100;
} else if (func_809968D4(this, play) != 0) {
} else if (DoorShutter_GetPlayerSide(this, play) != 0) {
Player* player = GET_PLAYER(play);
player->naviTextId = -0x202;
@ -371,7 +560,7 @@ void func_80996B0C(DoorShutter* this, PlayState* play) {
if (this->unk_164 != 0) {
DoorShutter_SetupAction(this, func_80997004);
this->dyna.actor.velocity.y = 0.0f;
if (this->unk_16E != 0) {
if (this->unlockTimer != 0) {
Flags_SetSwitch(play, this->dyna.actor.params & 0x3F);
if (this->doorType != SHUTTER_BOSS) {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
@ -381,12 +570,12 @@ void func_80996B0C(DoorShutter* this, PlayState* play) {
}
}
} else {
s32 doorDirection = func_809968D4(this, play);
s32 doorDirection = DoorShutter_GetPlayerSide(this, play);
if (doorDirection != 0) {
Player* player = GET_PLAYER(play);
if (this->unk_16E != 0) {
if (this->unlockTimer != 0) {
if (this->doorType == SHUTTER_BOSS) {
if (!CHECK_DUNGEON_ITEM(DUNGEON_KEY_BOSS, gSaveContext.mapIndex)) {
player->naviTextId = -0x204;
@ -408,22 +597,22 @@ void func_80996B0C(DoorShutter* this, PlayState* play) {
void func_80996C60(DoorShutter* this, PlayState* play) {
if (this->dyna.actor.category == ACTORCAT_DOOR) {
Player* player = GET_PLAYER(play);
s32 sp38 = this->unk_16C;
s32 sp34 = 0xF;
s32 savedGfxType = this->gfxType;
s32 doorCamTimer2 = 15;
if (DoorShutter_SetupDoor(this, play)) {
sp34 = 0x20;
doorCamTimer2 = 32;
}
DoorShutter_SetupAction(this, func_80997004);
this->unk_16C = sp38;
this->unk_170 = 0.0f;
Camera_ChangeDoorCam(play->cameraPtrs[CAM_ID_MAIN], &this->dyna.actor, player->doorBgCamIndex, 0.0f, 12, sp34,
10);
this->gfxType = savedGfxType;
this->barsClosedAmount = 0.0f;
Camera_ChangeDoorCam(play->cameraPtrs[CAM_ID_MAIN], &this->dyna.actor, player->doorBgCamIndex, 0.0f, 12,
doorCamTimer2, 10);
}
}
s32 func_80996D14(DoorShutter* this, PlayState* play) {
if (this->unk_16C != 3) {
s32 DoorShutter_UpdateOpening(DoorShutter* this, PlayState* play) {
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
if (this->dyna.actor.velocity.y == 0.0f) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
func_80996C60(this, play);
@ -434,52 +623,57 @@ s32 func_80996D14(DoorShutter* this, PlayState* play) {
return true;
}
} else {
if (this->unk_166 == 100) {
if (this->jabuDoorClosedAmount == 100) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYODOOR_OPEN);
func_80996C60(this, play);
}
if (Math_StepToS(&this->unk_166, 0, 10)) {
if (Math_StepToS(&this->jabuDoorClosedAmount, 0, 10)) {
return true;
}
}
return false;
}
s32 func_80996E08(DoorShutter* this, PlayState* play, f32 arg2) {
if (this->unk_170 == 1.0f - arg2) {
if (this->unk_16C != 3) {
if (arg2 == 1.0f) {
s32 DoorShutter_UpdateBarsClosed(DoorShutter* this, PlayState* play, f32 barsClosedAmountTarget) {
if (this->barsClosedAmount == (1.0f - barsClosedAmountTarget)) {
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
if (barsClosedAmountTarget == 1.0f) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
} else {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
}
} else {
if (arg2 == 1.0f) {
if (barsClosedAmountTarget == 1.0f) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
} else {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_OPEN);
}
}
}
if (Math_StepToF(&this->unk_170, arg2, 0.2f)) {
if (Math_StepToF(&this->barsClosedAmount, barsClosedAmountTarget, 0.2f)) {
return true;
}
} else {
return false;
}
}
void func_80996EE8(DoorShutter* this, PlayState* play) {
if (func_80996E08(this, play, 1.0f)) {
if (DoorShutter_UpdateBarsClosed(this, play, 1.0f)) {
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
DoorShutter_SetupAction(this, func_80997150);
OnePointCutscene_Attention(play, &this->dyna.actor);
this->unk_16F = -100;
} else if (func_809968D4(this, play)) {
} else {
if (DoorShutter_GetPlayerSide(this, play) != 0) {
Player* player = GET_PLAYER(play);
// Jabu navi text for switch doors is different
player->naviTextId = (play->sceneId == SCENE_BDAN) ? -0x20B : -0x202;
}
}
}
}
void func_80996F98(DoorShutter* this, PlayState* play) {
if (this->unk_164 == 0 && !Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
@ -490,12 +684,12 @@ void func_80996F98(DoorShutter* this, PlayState* play) {
}
void func_80997004(DoorShutter* this, PlayState* play) {
if (DECR(this->unk_16E) == 0 && play->roomCtx.status == 0 && func_80996D14(this, play) != 0) {
if (DECR(this->unlockTimer) == 0 && play->roomCtx.status == 0 && DoorShutter_UpdateOpening(this, play)) {
if (((this->doorType == SHUTTER_BOSS) ? 20.0f : 50.0f) < this->dyna.actor.xzDistToPlayer) {
if (DoorShutter_SetupDoor(this, play)) {
this->dyna.actor.velocity.y = 30.0f;
}
if (this->unk_16C != 3) {
if (this->gfxType != DOORSHUTTER_GFX_JABU_JABU) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
DoorShutter_SetupAction(this, func_809973E8);
} else {
@ -504,7 +698,7 @@ void func_80997004(DoorShutter* this, PlayState* play) {
!Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
}
DoorShutter_SetupAction(this, func_80997528);
DoorShutter_SetupAction(this, DoorShutter_JabuDoorClose);
}
}
}
@ -522,7 +716,7 @@ void func_80997150(DoorShutter* this, PlayState* play) {
} else {
this->unk_16F--;
}
} else if (func_80996E08(this, play, 0.0f)) {
} else if (DoorShutter_UpdateBarsClosed(this, play, 0.0f)) {
if (!(this->doorType == SHUTTER || this->doorType == SHUTTER_FRONT_CLEAR)) {
DoorShutter_SetupAction(this, func_80996F98);
} else {
@ -537,11 +731,12 @@ void func_80997220(DoorShutter* this, PlayState* play) {
s8 room = this->dyna.actor.room;
if (this->dyna.actor.room >= 0) {
Vec3f vec;
Vec3f relPlayerPos;
func_8002DBD0(&this->dyna.actor, &vec, &player->actor.world.pos);
this->dyna.actor.room =
play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)].sides[(vec.z < 0.0f) ? 0 : 1].room;
func_8002DBD0(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos);
this->dyna.actor.room = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
.sides[(relPlayerPos.z < 0.0f) ? 0 : 1]
.room;
if (room != this->dyna.actor.room) {
Room tempRoom = play->roomCtx.curRoom;
@ -582,8 +777,8 @@ void func_809973E8(DoorShutter* this, PlayState* play) {
}
}
void func_80997528(DoorShutter* this, PlayState* play) {
if (Math_StepToS(&this->unk_166, 0x64, 0xA)) {
void DoorShutter_JabuDoorClose(DoorShutter* this, PlayState* play) {
if (Math_StepToS(&this->jabuDoorClosedAmount, 100, 10)) {
func_80997220(this, play);
}
}
@ -595,11 +790,11 @@ void func_80997568(DoorShutter* this, PlayState* play) {
}
}
void func_809975C0(DoorShutter* this, PlayState* play) {
void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play) {
Actor_MoveForward(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
DoorShutter_SetupAction(this, func_809976B8);
DoorShutter_SetupAction(this, DoorShutter_GohmaBlockBounce);
if (!GET_EVENTCHKINF(EVENTCHKINF_70)) {
BossGoma* parent = (BossGoma*)this->dyna.actor.parent;
@ -612,25 +807,26 @@ void func_809975C0(DoorShutter* this, PlayState* play) {
}
}
void func_809976B8(DoorShutter* this, PlayState* play) {
f32 mult;
void DoorShutter_GohmaBlockBounce(DoorShutter* this, PlayState* play) {
f32 bounceFactor;
// Bounce a bit (unnoticeable in-game)
if (this->unk_164 != 0) {
this->unk_164--;
mult = sinf(this->unk_164 * 250.0f / 100.0f);
this->dyna.actor.shape.yOffset = this->unk_164 * 3.0f / 10.0f * mult;
bounceFactor = sinf(this->unk_164 * 250.0f / 100.0f);
this->dyna.actor.shape.yOffset = this->unk_164 * 3.0f / 10.0f * bounceFactor;
}
}
void func_80997744(DoorShutter* this, PlayState* play) {
f32 phi_f0;
void DoorShutter_PhantomGanonBarsRaise(DoorShutter* this, PlayState* play) {
f32 targetOffsetY;
osSyncPrintf("FHG SAKU START !!\n");
if (this->unk_164 != 0) {
this->unk_164--;
}
phi_f0 = (this->unk_164 % 2 != 0) ? -3.0f : 0.0f;
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, -34.0f + phi_f0, 1.0f, 20.0f, 0.0f);
targetOffsetY = (this->unk_164 % 2 != 0) ? -3.0f : 0.0f;
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, -34.0f + targetOffsetY, 1.0f, 20.0f, 0.0f);
osSyncPrintf("FHG SAKU END !!\n");
}
@ -639,20 +835,22 @@ void DoorShutter_Update(Actor* thisx, PlayState* play) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28)) ||
(this->actionFunc == DoorShutter_SetupType)) {
(this->actionFunc == DoorShutter_WaitForObject)) {
this->actionFunc(this, play);
}
}
Gfx* func_80997838(PlayState* play, DoorShutter* this, Gfx* p) {
Gfx* DoorShutter_DrawJabuJabuDoor(PlayState* play, DoorShutter* this, Gfx* gfx) {
MtxF mtx;
f32 angle = 0.0f;
f32 yScale = this->unk_166 * 0.01f;
f32 yScale = this->jabuDoorClosedAmount * 0.01f;
s32 i;
Matrix_Get(&mtx);
for (i = 0; i < ARRAY_COUNT(sJabuDoorDLists); i++) {
Matrix_RotateZ(angle, MTXMODE_APPLY);
if (i % 2 == 0) {
Matrix_Translate(0.0f, 800.0f, 0.0f, MTXMODE_APPLY);
} else if (i == 1 || i == 7) {
@ -660,34 +858,45 @@ Gfx* func_80997838(PlayState* play, DoorShutter* this, Gfx* p) {
} else {
Matrix_Translate(0.0f, 989.94f, 0.0f, MTXMODE_APPLY);
}
if (this->unk_166 != 100) {
if (this->jabuDoorClosedAmount != 100) {
Matrix_Scale(1.0f, yScale, 1.0f, MTXMODE_APPLY);
}
gSPMatrix(p++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 1991),
gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 1991),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(p++, sJabuDoorDLists[i]);
angle -= M_PI / 4;
gSPDisplayList(gfx++, sJabuDoorDLists[i]);
angle -= 2 * M_PI / ARRAY_COUNT(sJabuDoorDLists);
Matrix_Put(&mtx);
}
return p;
return gfx;
}
s32 func_80997A34(DoorShutter* this, PlayState* play) {
s32 phi_a1;
s32 phi_a0;
s32 DoorShutter_ShouldDraw(DoorShutter* this, PlayState* play) {
s32 relYawTowardsPlayer;
s32 relYawTowardsViewEye;
if (Player_InCsMode(play)) {
return true;
}
phi_a0 = (s16)(Actor_WorldYawTowardPoint(&this->dyna.actor, &play->view.eye) - this->dyna.actor.shape.rot.y);
phi_a1 = (s16)(this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y);
phi_a0 = ABS(phi_a0);
phi_a1 = ABS(phi_a1);
if ((phi_a1 < 0x4000 && phi_a0 > 0x4000) || (phi_a1 > 0x4000 && phi_a0 < 0x4000)) {
// Return true if the view eye and the player are on the same side of the door
relYawTowardsViewEye =
(s16)(Actor_WorldYawTowardPoint(&this->dyna.actor, &play->view.eye) - this->dyna.actor.shape.rot.y);
relYawTowardsPlayer = (s16)(this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y);
relYawTowardsViewEye = ABS(relYawTowardsViewEye);
relYawTowardsPlayer = ABS(relYawTowardsPlayer);
if ((relYawTowardsPlayer < 0x4000 && relYawTowardsViewEye > 0x4000) ||
(relYawTowardsPlayer > 0x4000 && relYawTowardsViewEye < 0x4000)) {
return false;
}
} else {
return true;
}
}
void DoorShutter_Draw(Actor* thisx, PlayState* play) {
DoorShutter* this = (DoorShutter*)thisx;
@ -697,7 +906,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
//! from drawing until initialization is complete. However if the required object is the same as the
//! object dependency listed in init vars (gameplay_keep in this case), the check will pass even though
//! initialization has not completed. When this happens, it will try to draw the display list of the
//! first entry in `sShutterInfo`, which will likely crash the game.
//! first entry in `sGfxInfo`, which will likely crash the game.
//! This only matters in very specific scenarios, when the door is unculled on the first possible frame
//! after spawning. It will try to draw without having run update yet.
//!
@ -705,29 +914,29 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
//! the init vars for the actor, and only set draw after initialization is complete.
if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex &&
(this->unk_16B == 0 || func_80997A34(this, play) != 0)) {
(this->styleType == DOORSHUTTER_STYLE_PHANTOM_GANON || DoorShutter_ShouldDraw(this, play))) {
s32 pad[2];
ShutterInfo* sp70 = &sShutterInfo[this->unk_16C];
DoorShutterGfxInfo* gfxInfo = &sGfxInfo[this->gfxType];
OPEN_DISPS(play->state.gfxCtx, "../z_door_shutter.c", 2048);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->unk_16C == 3) {
POLY_OPA_DISP = func_80997838(play, this, POLY_OPA_DISP);
if (this->unk_170 != 0.0f) {
f32 sp58 = (this->unk_166 * 0.01f) * this->unk_170;
if (this->gfxType == DOORSHUTTER_GFX_JABU_JABU) {
POLY_OPA_DISP = DoorShutter_DrawJabuJabuDoor(play, this, POLY_OPA_DISP);
if (this->barsClosedAmount != 0.0f) {
f32 scale = (this->jabuDoorClosedAmount * 0.01f) * this->barsClosedAmount;
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255.0f * sp58);
Matrix_Translate(0, 0, sp70->translateZ, MTXMODE_APPLY);
Matrix_Scale(sp58, sp58, sp58, MTXMODE_APPLY);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255.0f * scale); // no purpose?
Matrix_Translate(0, 0, gfxInfo->barsOffsetZ, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2069),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->b);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->barsDL);
}
} else {
if (sp70->b != NULL) {
if (gfxInfo->barsDL != NULL) {
TransitionActorEntry* transitionEntry =
&play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
@ -742,25 +951,27 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
} else if (this->doorType == SHUTTER_BOSS) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809982D4[this->unk_168]));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sBossDoorTextures[this->bossDoorTexIndex]));
}
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2109),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->a);
if (this->unk_170 != 0.0f && sp70->b != NULL) {
Matrix_Translate(0, sp70->c * (1.0f - this->unk_170), sp70->translateZ, MTXMODE_APPLY);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->doorDL);
if (this->barsClosedAmount != 0.0f && gfxInfo->barsDL != NULL) {
Matrix_Translate(0, gfxInfo->barsOpenOffsetY * (1.0f - this->barsClosedAmount), gfxInfo->barsOffsetZ,
MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2119),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->b);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->barsDL);
}
}
if (this->unk_16E != 0) {
if (this->unlockTimer != 0) {
Matrix_Scale(0.01f, 0.01f, 0.025f, MTXMODE_APPLY);
Actor_DrawDoorLock(play, this->unk_16E,
Actor_DrawDoorLock(
play, this->unlockTimer,
(this->doorType == SHUTTER_BOSS)
? DOORLOCK_BOSS
: ((this->unk_16C == 6) ? DOORLOCK_NORMAL_SPIRIT : DOORLOCK_NORMAL));
: ((this->gfxType == DOORSHUTTER_GFX_SPIRIT_TEMPLE) ? DOORLOCK_NORMAL_SPIRIT : DOORLOCK_NORMAL));
}
CLOSE_DISPS(play->state.gfxCtx, "../z_door_shutter.c", 2135);

View file

@ -46,15 +46,15 @@ typedef void (*DoorShutterActionFunc)(struct DoorShutter*, PlayState*);
typedef struct DoorShutter {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ s16 unk_164;
/* 0x0166 */ s16 unk_166;
/* 0x0168 */ s16 unk_168;
/* 0x0166 */ s16 jabuDoorClosedAmount; // Ranges from 0 (open) to 100 (closed)
/* 0x0168 */ s16 bossDoorTexIndex;
/* 0x016A */ u8 doorType;
/* 0x016B */ u8 unk_16B;
/* 0x016C */ u8 unk_16C;
/* 0x016B */ u8 styleType;
/* 0x016C */ u8 gfxType;
/* 0x016D */ s8 requiredObjBankIndex;
/* 0x016E */ s8 unk_16E;
/* 0x016E */ s8 unlockTimer; // non-0 if the door is locked, ticks down while the door is unlocking
/* 0x016F */ s8 unk_16F;
/* 0x0170 */ f32 unk_170;
/* 0x0170 */ f32 barsClosedAmount; // Ranges from 0.0f (open) to 1.0f (locked)
/* 0x0174 */ DoorShutterActionFunc actionFunc;
} DoorShutter; // size = 0x0178