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[Doc] Actor Bg_Bdan_Objects (Jabu Jabu misc dungeon actors) (#1577)
* bdan_objects type 2 * other bdan object types * finish off bigocto platform * run formatter * remove stray comment * add namespacing prefix to enums * abbreviate camera to cam * Update src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * fix typo on enum * Update src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Update src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * enum name fixes * remove unnecessary enum assignment * Waterbox -> WaterBox * named union, sfx to use SFX_FLAG * friendly names for enums * fix over-eager sed rename * indent union fields --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
parent
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commit
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2 changed files with 123 additions and 93 deletions
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@ -10,27 +10,38 @@
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#define FLAGS ACTOR_FLAG_4
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typedef enum {
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JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0 = 0,
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JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1 = 3,
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JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE = 4
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} BgBdanObjectsPropertyGetter;
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typedef enum {
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JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1 = 1,
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JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0 = 2,
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JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE = 4
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} BgBdanObjectsPropertySetter;
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void BgBdanObjects_Init(Actor* thisx, PlayState* play);
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void BgBdanObjects_Destroy(Actor* thisx, PlayState* play);
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void BgBdanObjects_Update(Actor* thisx, PlayState* play);
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void BgBdanObjects_Draw(Actor* thisx, PlayState* play);
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void func_8086C054(BgBdanObjects* this, PlayState* play);
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void func_8086C1A0(BgBdanObjects* this, PlayState* play);
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void func_8086C29C(BgBdanObjects* this, PlayState* play);
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void func_8086C55C(BgBdanObjects* this, PlayState* play);
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void func_8086C5BC(BgBdanObjects* this, PlayState* play);
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void func_8086C618(BgBdanObjects* this, PlayState* play);
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void func_8086C6EC(BgBdanObjects* this, PlayState* play);
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void func_8086C76C(BgBdanObjects* this, PlayState* play);
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void func_8086C7D0(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play);
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void func_8086C874(BgBdanObjects* this, PlayState* play);
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void func_8086C9A8(BgBdanObjects* this, PlayState* play);
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void func_8086C9F0(BgBdanObjects* this, PlayState* play);
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void func_8086CABC(BgBdanObjects* this, PlayState* play);
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void func_8086CB10(BgBdanObjects* this, PlayState* play);
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void func_8086CB8C(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play);
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ActorInit Bg_Bdan_Objects_InitVars = {
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/**/ ACTOR_BG_BDAN_OBJECTS,
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@ -75,13 +86,13 @@ static Gfx* sDLists[] = {
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gJabuFallingPlatformDL,
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};
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s32 BgBdanObjects_GetContactRu1(BgBdanObjects* this, s32 arg1) {
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s32 BgBdanObjects_GetProperty(BgBdanObjects* this, s32 arg1) {
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switch (arg1) {
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case 0:
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case JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0:
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return this->cameraSetting == CAM_SET_NORMAL0;
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case 4:
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case JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE:
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return GET_INFTABLE(INFTABLE_146);
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case 3:
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case JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1:
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return this->cameraSetting == CAM_SET_DUNGEON1;
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default:
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osSyncPrintf("Bg_Bdan_Objects_Get_Contact_Ru1\nそんな受信モードは無い%d!!!!!!!!\n");
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@ -89,15 +100,15 @@ s32 BgBdanObjects_GetContactRu1(BgBdanObjects* this, s32 arg1) {
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}
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}
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void BgBdanObjects_SetContactRu1(BgBdanObjects* this, s32 arg1) {
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void BgBdanObjects_SetProperty(BgBdanObjects* this, s32 arg1) {
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switch (arg1) {
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case 1:
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case JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1:
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this->cameraSetting = CAM_SET_NORMAL1;
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break;
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case 2:
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case JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0:
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this->cameraSetting = CAM_SET_DUNGEON0;
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break;
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case 4:
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case JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE:
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SET_INFTABLE(INFTABLE_146);
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break;
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default:
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@ -112,51 +123,51 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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this->switchFlag = (thisx->params >> 8) & 0x3F;
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this->var.switchFlag = (thisx->params >> 8) & 0x3F;
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thisx->params &= 0xFF;
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if (thisx->params == 2) {
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if (thisx->params == JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER) {
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thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
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play->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
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this->actionFunc = func_8086C9A8;
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this->actionFunc = BgBdanObjects_WaitForSwitch;
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return;
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}
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if (thisx->params == 0) {
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if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
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CollisionHeader_GetVirtual(&gJabuBigOctoPlatformCol, &colHeader);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
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thisx->world.pos.y += -79.0f;
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if (Flags_GetClear(play, thisx->room)) {
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Flags_SetSwitch(play, this->switchFlag);
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this->actionFunc = func_8086C6EC;
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Flags_SetSwitch(play, this->var.switchFlag);
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this->actionFunc = BgBdanObjects_SinkToFloorHeight;
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} else {
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if (BgBdanObjects_GetContactRu1(this, 4)) {
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if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE)) {
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if (Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_BIGOKUTA, thisx->home.pos.x,
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thisx->home.pos.y, thisx->home.pos.z, 0, thisx->shape.rot.y + 0x8000, 0,
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3) != NULL) {
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thisx->child->world.pos.z = thisx->child->home.pos.z + 263.0f;
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}
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thisx->world.rot.y = 0;
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this->actionFunc = func_8086C618;
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this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress;
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thisx->world.pos.y = thisx->home.pos.y + -70.0f;
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} else {
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Flags_SetSwitch(play, this->switchFlag);
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Flags_SetSwitch(play, this->var.switchFlag);
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this->timer = 0;
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this->actionFunc = func_8086C054;
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this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene;
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}
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}
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} else {
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if (thisx->params == 1) {
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if (thisx->params == JABU_OBJECTS_TYPE_SMALL_AUTO_ELEVATOR) {
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CollisionHeader_GetVirtual(&gJabuElevatorCol, &colHeader);
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this->timer = 512;
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this->switchFlag = 0;
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this->actionFunc = func_8086C874;
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} else {
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this->var.camChangeTimer = 0;
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this->actionFunc = BgBdanObjects_ElevatorOscillate;
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} else { // JABU_OBJECTS_TYPE_FALLING_PLATFORM
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CollisionHeader_GetVirtual(&gJabuLoweringPlatformCol, &colHeader);
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if (Flags_GetSwitch(play, this->switchFlag)) {
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if (Flags_GetSwitch(play, this->var.switchFlag)) {
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this->actionFunc = BgBdanObjects_DoNothing;
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thisx->world.pos.y = thisx->home.pos.y - 400.0f;
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} else {
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this->actionFunc = func_8086CB10;
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this->actionFunc = BgBdanObjects_WaitForPlayerOnTop;
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}
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}
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}
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@ -167,17 +178,21 @@ void BgBdanObjects_Destroy(Actor* thisx, PlayState* play) {
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BgBdanObjects* this = (BgBdanObjects*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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if (thisx->params == 0) {
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if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
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Collider_DestroyCylinder(play, &this->collider);
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}
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}
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void func_8086C054(BgBdanObjects* this, PlayState* play) {
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/**
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* This actor will never escape this actionFunc on its own. It relies on
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* En_Ru1 (Ruto) to change its cameraSetting to NORMAL0, which allows the
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* state machine to proceed.
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*/
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void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (BgBdanObjects_GetContactRu1(this, 0)) {
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if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0)) {
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if (this->dyna.actor.xzDistToPlayer < 250.0f) {
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BgBdanObjects_SetContactRu1(this, 1);
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BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1);
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this->timer = 20;
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OnePointCutscene_Init(play, 3070, -99, &this->dyna.actor, CAM_ID_MAIN);
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player->actor.world.pos.x = -1130.0f;
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this->timer--;
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}
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if (this->timer == 0) {
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this->actionFunc = func_8086C1A0;
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this->actionFunc = BgBdanObjects_OctoPlatform_RaiseToUpperPosition;
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}
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}
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if (!Play_InCsMode(play) && !BgBdanObjects_GetContactRu1(this, 0)) {
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if (!Play_InCsMode(play) && !BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0)) {
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + -79.0f;
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} else {
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this->dyna.actor.world.pos.y = (this->dyna.actor.home.pos.y + -79.0f) - 5.0f;
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}
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}
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void func_8086C1A0(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
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if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 500.0f, 0.5f, 7.5f, 1.0f) <
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0.1f) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
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this->actionFunc = func_8086C29C;
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this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene;
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this->timer = 30;
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BgBdanObjects_SetContactRu1(this, 2);
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BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0);
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Rumble_Request(0.0f, 255, 20, 150);
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} else {
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if (this->timer != 0) {
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}
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}
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void func_8086C29C(BgBdanObjects* this, PlayState* play) {
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/**
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* Again, this actionFunc is inescapable until En_Ru1 (Ruto) sets this
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* actor's cameraSetting to DUNGEON1.
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*/
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void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play) {
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s32 quakeIndex;
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if (this->timer != 0) {
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@ -234,18 +253,18 @@ void func_8086C29C(BgBdanObjects* this, PlayState* play) {
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}
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}
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if (BgBdanObjects_GetContactRu1(this, 3)) {
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if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1)) {
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Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_BIGOKUTA, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y + 140.0f, this->dyna.actor.world.pos.z, 0,
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this->dyna.actor.shape.rot.y + 0x8000, 0, 0);
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BgBdanObjects_SetContactRu1(this, 4);
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BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE);
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this->timer = 10;
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this->actionFunc = func_8086C55C;
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this->actionFunc = BgBdanObjects_OctoPlatform_PauseBeforeDescending;
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Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
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}
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}
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void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_OctoPlatform_DescendWithBigOcto(BgBdanObjects* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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this->dyna.actor.velocity.y += 0.5f;
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@ -255,7 +274,7 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
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this->timer = 60;
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 140.0f;
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this->actionFunc = func_8086C5BC;
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this->actionFunc = BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle;
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OnePointCutscene_Init(play, 3080, -99, this->dyna.actor.child, CAM_ID_MAIN);
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player->actor.world.pos.x = -1130.0f;
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player->actor.world.pos.y = -1025.0f;
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@ -278,63 +297,64 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
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}
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}
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void func_8086C55C(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play) {
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this->timer--;
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if (this->timer == 0) {
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Flags_UnsetSwitch(play, this->switchFlag);
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Flags_UnsetSwitch(play, this->var.switchFlag);
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} else if (this->timer == -40) {
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this->timer = 0;
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this->actionFunc = func_8086C3D8;
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this->actionFunc = BgBdanObjects_OctoPlatform_DescendWithBigOcto;
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}
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}
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void func_8086C5BC(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play) {
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if (this->timer != 0) {
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this->timer--;
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}
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if ((this->timer == 0) && (this->dyna.actor.child != NULL)) {
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if (this->dyna.actor.child->params == 2) {
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this->actionFunc = func_8086C618;
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this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress;
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} else if (this->dyna.actor.child->params == 0) {
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this->dyna.actor.child->params = 1;
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}
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}
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}
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void func_8086C618(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play) {
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Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
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if (Flags_GetClear(play, this->dyna.actor.room)) {
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Flags_SetSwitch(play, this->switchFlag);
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Flags_SetSwitch(play, this->var.switchFlag);
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this->dyna.actor.home.rot.y = (s16)(this->dyna.actor.shape.rot.y + 0x2000) & 0xC000;
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this->actionFunc = func_8086C6EC;
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this->actionFunc = BgBdanObjects_SinkToFloorHeight;
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} else {
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this->dyna.actor.shape.rot.y += this->dyna.actor.world.rot.y;
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func_800F436C(&this->dyna.actor.projectedPos, 0x2063, ABS(this->dyna.actor.world.rot.y) / 512.0f);
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func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_ROLL_STAND - SFX_FLAG,
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ABS(this->dyna.actor.world.rot.y) / 512.0f);
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}
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}
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void func_8086C6EC(BgBdanObjects* this, PlayState* play) {
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void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play) {
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s32 cond = Math_ScaledStepToS(&this->dyna.actor.shape.rot.y, this->dyna.actor.home.rot.y, 0x200);
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + -125.0f, 3.0f)) {
|
||||
if (cond) {
|
||||
this->actionFunc = func_8086C76C;
|
||||
this->actionFunc = BgBdanObjects_WaitForPlayerInRange;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_8086C76C(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play) {
|
||||
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
if (this->dyna.actor.xzDistToPlayer < 120.0f) {
|
||||
this->actionFunc = func_8086C7D0;
|
||||
this->actionFunc = BgBdanObjects_RaiseToUpperPosition;
|
||||
OnePointCutscene_Init(play, 3090, -99, &this->dyna.actor, CAM_ID_MAIN);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_8086C7D0(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
|
||||
if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 965.0f, 0.5f, 15.0f, 0.2f) <
|
||||
0.01f) {
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
|
||||
|
@ -347,25 +367,25 @@ void func_8086C7D0(BgBdanObjects* this, PlayState* play) {
|
|||
void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_8086C874(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
if (this->switchFlag == 0) {
|
||||
if (this->var.camChangeTimer == 0) {
|
||||
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
this->cameraSetting = play->cameraPtrs[CAM_ID_MAIN]->setting;
|
||||
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
|
||||
Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
|
||||
this->switchFlag = 10;
|
||||
this->var.camChangeTimer = 10;
|
||||
}
|
||||
} else {
|
||||
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
|
||||
if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
if (this->switchFlag != 0) {
|
||||
this->switchFlag--;
|
||||
if (this->var.camChangeTimer != 0) {
|
||||
this->var.camChangeTimer--;
|
||||
}
|
||||
}
|
||||
if (this->switchFlag == 0) {
|
||||
if (this->var.camChangeTimer == 0) {
|
||||
if (1) {}
|
||||
Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], this->cameraSetting);
|
||||
Camera_SetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
|
||||
|
@ -378,50 +398,50 @@ void func_8086C874(BgBdanObjects* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_8086C9A8(BgBdanObjects* this, PlayState* play) {
|
||||
if (Flags_GetSwitch(play, this->switchFlag)) {
|
||||
void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play) {
|
||||
if (Flags_GetSwitch(play, this->var.switchFlag)) {
|
||||
this->timer = 100;
|
||||
this->actionFunc = func_8086C9F0;
|
||||
this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
|
||||
}
|
||||
}
|
||||
|
||||
void func_8086C9F0(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 0.5f)) {
|
||||
Flags_UnsetSwitch(play, this->switchFlag);
|
||||
this->actionFunc = func_8086C9A8;
|
||||
Flags_UnsetSwitch(play, this->var.switchFlag);
|
||||
this->actionFunc = BgBdanObjects_WaitForSwitch;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) {
|
||||
this->actionFunc = func_8086CABC;
|
||||
this->actionFunc = BgBdanObjects_WaitForTimerExpired;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y;
|
||||
}
|
||||
|
||||
void func_8086CABC(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
func_8002F994(&this->dyna.actor, this->timer); // play ticking sound effect
|
||||
if (this->timer == 0) {
|
||||
this->actionFunc = func_8086C9F0;
|
||||
this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
|
||||
}
|
||||
}
|
||||
|
||||
void func_8086CB10(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play) {
|
||||
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
Flags_SetSwitch(play, this->switchFlag);
|
||||
Flags_SetSwitch(play, this->var.switchFlag);
|
||||
this->timer = 50;
|
||||
this->actionFunc = func_8086CB8C;
|
||||
this->actionFunc = BgBdanObjects_FallToLowerPos;
|
||||
this->dyna.actor.home.pos.y -= 200.0f;
|
||||
OnePointCutscene_Init(play, 3100, 51, &this->dyna.actor, CAM_ID_MAIN);
|
||||
}
|
||||
}
|
||||
|
||||
void func_8086CB8C(BgBdanObjects* this, PlayState* play) {
|
||||
void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
@ -448,15 +468,15 @@ void BgBdanObjects_Update(Actor* thisx, PlayState* play) {
|
|||
void BgBdanObjects_Draw(Actor* thisx, PlayState* play) {
|
||||
BgBdanObjects* this = (BgBdanObjects*)thisx;
|
||||
|
||||
if (thisx->params == 0) {
|
||||
if (this->actionFunc == func_8086C054) {
|
||||
if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
|
||||
if (this->actionFunc == BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene) {
|
||||
if (((thisx->home.pos.y + -79.0f) - 5.0f) < thisx->world.pos.y) {
|
||||
Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (thisx->params == 2) {
|
||||
if (thisx->params == JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER) {
|
||||
Gfx_DrawDListXlu(play, gJabuWaterDL);
|
||||
} else {
|
||||
Gfx_DrawDListOpa(play, sDLists[thisx->params]);
|
||||
|
|
|
@ -6,12 +6,22 @@
|
|||
|
||||
struct BgBdanObjects;
|
||||
|
||||
typedef enum {
|
||||
JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM,
|
||||
JABU_OBJECTS_TYPE_SMALL_AUTO_ELEVATOR,
|
||||
JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER,
|
||||
JABU_OBJECTS_TYPE_FALLING_PLATFORM
|
||||
} BgBdanObjectsType;
|
||||
|
||||
typedef void (*BgBdanObjectsActionFunc)(struct BgBdanObjects*, PlayState*);
|
||||
|
||||
typedef struct BgBdanObjects {
|
||||
/* 0x0000 */ DynaPolyActor dyna;
|
||||
/* 0x0164 */ BgBdanObjectsActionFunc actionFunc;
|
||||
union {
|
||||
/* 0x0168 */ u8 switchFlag;
|
||||
/* 0x0168 */ u8 camChangeTimer;
|
||||
} var;
|
||||
/* 0x016A */ s16 timer;
|
||||
/* 0x016C */ ColliderCylinder collider;
|
||||
/* 0x01B8 */ s32 cameraSetting;
|
||||
|
|
Loading…
Reference in a new issue