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Further ObjSwitch docs (#1406)

* Doc fixups for ObjSwitch

* rev

* params macros
This commit is contained in:
Dragorn421 2022-10-15 16:08:54 +02:00 committed by GitHub
parent a2d62eedb2
commit eb9b707157
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 134 additions and 86 deletions

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@ -10,10 +10,11 @@
#define FLAGS ACTOR_FLAG_4
// type: (this->dyna.actor.params & 7)
// subtype: (this->dyna.actor.params >> 4 & 7)
// switch flag: (this->dyna.actor.params >> 8 & 0x3F)
// frozen: this->dyna.actor.params >> 7 & 1
#define OBJSWITCH_TYPE(thisx) ((thisx)->params & 7)
#define OBJSWITCH_SUBTYPE(thisx) (((thisx)->params >> 4) & 7)
#define OBJSWITCH_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x3F)
#define OBJSWITCH_FROZEN(thisx) (((thisx)->params >> 7) & 1)
#define OBJSWITCH_FROZEN_FLAG (1 << 7)
void ObjSwitch_Init(Actor* thisx, PlayState* play);
void ObjSwitch_Destroy(Actor* thisx, PlayState* play);
@ -61,9 +62,15 @@ const ActorInit Obj_Switch_InitVars = {
(ActorFunc)ObjSwitch_Draw,
};
static f32 sHeights[] = { 10, 10, 0, 30, 30 };
static f32 sFocusHeights[] = {
10, // OBJSWITCH_TYPE_FLOOR
10, // OBJSWITCH_TYPE_FLOOR_RUSTY
0, // OBJSWITCH_TYPE_EYE
30, // OBJSWITCH_TYPE_CRYSTAL
30, // OBJSWITCH_TYPE_CRYSTAL_TARGETABLE
};
static ColliderTrisElementInit D_80B9EC34[2] = {
static ColliderTrisElementInit sRustyFloorTrisElementsInit[2] = {
{
{
ELEMTYPE_UNK0,
@ -97,11 +104,11 @@ static ColliderTrisInit sRustyFloorTrisInit = {
OC2_NONE,
COLSHAPE_TRIS,
},
ARRAY_COUNT(D_80B9EC34),
D_80B9EC34,
ARRAY_COUNT(sRustyFloorTrisElementsInit),
sRustyFloorTrisElementsInit,
};
static ColliderTrisElementInit D_80B9ECBC[2] = {
static ColliderTrisElementInit sEyeTrisElementsInit[2] = {
{
{
ELEMTYPE_UNK4,
@ -126,7 +133,7 @@ static ColliderTrisElementInit D_80B9ECBC[2] = {
},
};
static ColliderTrisInit trisColliderEye = {
static ColliderTrisInit sEyeTrisInit = {
{
COLTYPE_NONE,
AT_NONE,
@ -135,11 +142,11 @@ static ColliderTrisInit trisColliderEye = {
OC2_NONE,
COLSHAPE_TRIS,
},
ARRAY_COUNT(D_80B9ECBC),
D_80B9ECBC,
ARRAY_COUNT(sEyeTrisElementsInit),
sEyeTrisElementsInit,
};
static ColliderJntSphElementInit D_80B9ED44[1] = {
static ColliderJntSphElementInit sCrystalJntSphElementInit[1] = {
{
{
ELEMTYPE_UNK0,
@ -153,7 +160,7 @@ static ColliderJntSphElementInit D_80B9ED44[1] = {
},
};
static ColliderJntSphInit sCrystalJntSphereInit = {
static ColliderJntSphInit sCrystalJntSphInit = {
{
COLTYPE_METAL,
AT_NONE,
@ -162,8 +169,8 @@ static ColliderJntSphInit sCrystalJntSphereInit = {
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
ARRAY_COUNT(D_80B9ED44),
D_80B9ED44,
ARRAY_COUNT(sCrystalJntSphElementInit),
sCrystalJntSphElementInit,
};
static InitChainEntry sInitChain[] = {
@ -173,9 +180,9 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 2000, ICHAIN_STOP),
};
void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 angle) {
f32 s = Math_SinS(angle);
f32 c = Math_CosS(angle);
void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 rotY) {
f32 s = Math_SinS(rotY);
f32 c = Math_CosS(rotY);
dest->x = src->z * s + src->x * c;
dest->y = src->y;
@ -235,18 +242,18 @@ Actor* ObjSwitch_SpawnIce(ObjSwitch* this, PlayState* play) {
return Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_ICE_POLY, thisx->world.pos.x, thisx->world.pos.y,
thisx->world.pos.z, thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z,
(this->dyna.actor.params >> 8 & 0x3F) << 8);
OBJSWITCH_SWITCH_FLAG(&this->dyna.actor) << 8);
}
void ObjSwitch_SetOn(ObjSwitch* this, PlayState* play) {
s32 pad;
s32 subType;
if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
this->cooldownOn = false;
} else {
subType = (this->dyna.actor.params >> 4 & 7);
Flags_SetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
Flags_SetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
if (subType == OBJSWITCH_SUBTYPE_ONCE || subType == OBJSWITCH_SUBTYPE_SYNC) {
OnePointCutscene_AttentionSetSfx(play, &this->dyna.actor, NA_SE_SY_CORRECT_CHIME);
@ -261,10 +268,10 @@ void ObjSwitch_SetOn(ObjSwitch* this, PlayState* play) {
void ObjSwitch_SetOff(ObjSwitch* this, PlayState* play) {
this->cooldownOn = false;
if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
Flags_UnsetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
Flags_UnsetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_TOGGLE) {
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_TOGGLE) {
OnePointCutscene_AttentionSetSfx(play, &this->dyna.actor, NA_SE_SY_TRE_BOX_APPEAR);
this->cooldownOn = true;
}
@ -280,11 +287,11 @@ void ObjSwitch_UpdateTwoTexScrollXY(ObjSwitch* this) {
void ObjSwitch_Init(Actor* thisx, PlayState* play) {
ObjSwitch* this = (ObjSwitch*)thisx;
s32 switchFlagSet;
s32 isSwitchFlagSet;
s32 type;
switchFlagSet = Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
type = (this->dyna.actor.params & 7);
isSwitchFlagSet = Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
type = OBJSWITCH_TYPE(&this->dyna.actor);
if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
ObjSwitch_InitDynaPoly(this, play, &gFloorSwitchCol, DYNA_TRANSFORM_POS);
@ -296,14 +303,14 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 1.0f;
}
Actor_SetFocus(&this->dyna.actor, sHeights[type]);
Actor_SetFocus(&this->dyna.actor, sFocusHeights[type]);
if (type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
ObjSwitch_InitTrisCollider(this, play, &sRustyFloorTrisInit);
} else if (type == OBJSWITCH_TYPE_EYE) {
ObjSwitch_InitTrisCollider(this, play, &trisColliderEye);
ObjSwitch_InitTrisCollider(this, play, &sEyeTrisInit);
} else if (type == OBJSWITCH_TYPE_CRYSTAL || type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
ObjSwitch_InitJntSphCollider(this, play, &sCrystalJntSphereInit);
ObjSwitch_InitJntSphCollider(this, play, &sCrystalJntSphInit);
}
if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
@ -313,31 +320,31 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
if ((this->dyna.actor.params >> 7 & 1) && (ObjSwitch_SpawnIce(this, play) == NULL)) {
if (OBJSWITCH_FROZEN(&this->dyna.actor) && (ObjSwitch_SpawnIce(this, play) == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Error : 氷発生失敗 (%s %d)\n", "../z_obj_switch.c", 732);
osSyncPrintf(VT_RST);
this->dyna.actor.params &= ~0x80;
this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
}
if (this->dyna.actor.params >> 7 & 1) {
if (OBJSWITCH_FROZEN(&this->dyna.actor)) {
ObjSwitch_EyeFrozenInit(this);
} else if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
//! @bug This condition does not account for OBJSWITCH_SUBTYPE_HOLD_INVERTED which expects
//! the relationship between the switch position and the switch flag to be inverted
if (switchFlagSet) {
if (isSwitchFlagSet) {
ObjSwitch_FloorDownInit(this);
} else {
ObjSwitch_FloorUpInit(this);
}
} else if (type == OBJSWITCH_TYPE_EYE) {
if (switchFlagSet) {
if (isSwitchFlagSet) {
ObjSwitch_EyeClosedInit(this);
} else {
ObjSwitch_EyeOpenInit(this);
}
} else if (type == OBJSWITCH_TYPE_CRYSTAL || type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
if (switchFlagSet) {
if (isSwitchFlagSet) {
ObjSwitch_CrystalOnInit(this);
} else {
ObjSwitch_CrystalOffInit(this);
@ -350,18 +357,19 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
void ObjSwitch_Destroy(Actor* thisx, PlayState* play) {
ObjSwitch* this = (ObjSwitch*)thisx;
switch (this->dyna.actor.params & 7) {
switch (OBJSWITCH_TYPE(&this->dyna.actor)) {
case OBJSWITCH_TYPE_FLOOR:
case OBJSWITCH_TYPE_FLOOR_RUSTY:
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
break;
}
switch (this->dyna.actor.params & 7) {
switch (OBJSWITCH_TYPE(&this->dyna.actor)) {
case OBJSWITCH_TYPE_FLOOR_RUSTY:
case OBJSWITCH_TYPE_EYE:
Collider_DestroyTris(play, &this->tris.col);
break;
case OBJSWITCH_TYPE_CRYSTAL:
case OBJSWITCH_TYPE_CRYSTAL_TARGETABLE:
Collider_DestroyJntSph(play, &this->jntSph.col);
@ -375,7 +383,7 @@ void ObjSwitch_FloorUpInit(ObjSwitch* this) {
}
void ObjSwitch_FloorUp(ObjSwitch* this, PlayState* play) {
if ((this->dyna.actor.params & 7) == OBJSWITCH_TYPE_FLOOR_RUSTY) {
if (OBJSWITCH_TYPE(&this->dyna.actor) == OBJSWITCH_TYPE_FLOOR_RUSTY) {
if (this->tris.col.base.acFlags & AC_HIT) {
ObjSwitch_FloorPressInit(this);
ObjSwitch_SetOn(this, play);
@ -384,26 +392,29 @@ void ObjSwitch_FloorUp(ObjSwitch* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->tris.col.base);
}
} else {
switch (this->dyna.actor.params >> 4 & 7) {
switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
case OBJSWITCH_SUBTYPE_ONCE:
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
ObjSwitch_FloorPressInit(this);
ObjSwitch_SetOn(this, play);
}
break;
case OBJSWITCH_SUBTYPE_TOGGLE:
if ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) &&
!(this->unk_17F & DYNA_INTERACT_PLAYER_ON_TOP)) {
!(this->prevColFlags & DYNA_INTERACT_PLAYER_ON_TOP)) {
ObjSwitch_FloorPressInit(this);
ObjSwitch_SetOn(this, play);
}
break;
case OBJSWITCH_SUBTYPE_HOLD:
if (func_800435B4(&this->dyna)) {
ObjSwitch_FloorPressInit(this);
ObjSwitch_SetOn(this, play);
}
break;
case OBJSWITCH_SUBTYPE_HOLD_INVERTED:
if (func_800435B4(&this->dyna)) {
ObjSwitch_FloorPressInit(this);
@ -420,7 +431,7 @@ void ObjSwitch_FloorPressInit(ObjSwitch* this) {
}
void ObjSwitch_FloorPress(ObjSwitch* this, PlayState* play) {
if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_HOLD_INVERTED || !this->cooldownOn ||
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_HOLD_INVERTED || !this->cooldownOn ||
func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
this->dyna.actor.scale.y -= 99.0f / 2000.0f;
if (this->dyna.actor.scale.y <= 33.0f / 2000.0f) {
@ -438,25 +449,27 @@ void ObjSwitch_FloorDownInit(ObjSwitch* this) {
}
void ObjSwitch_FloorDown(ObjSwitch* this, PlayState* play) {
switch (this->dyna.actor.params >> 4 & 7) {
switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
case OBJSWITCH_SUBTYPE_ONCE:
if (!Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
if (!Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
ObjSwitch_FloorReleaseInit(this);
}
break;
case OBJSWITCH_SUBTYPE_TOGGLE:
if ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) &&
!(this->unk_17F & DYNA_INTERACT_PLAYER_ON_TOP)) {
!(this->prevColFlags & DYNA_INTERACT_PLAYER_ON_TOP)) {
ObjSwitch_FloorReleaseInit(this);
ObjSwitch_SetOff(this, play);
}
break;
case OBJSWITCH_SUBTYPE_HOLD:
case OBJSWITCH_SUBTYPE_HOLD_INVERTED:
if (!func_800435B4(&this->dyna) && !Player_InCsMode(play)) {
if (this->releaseTimer <= 0) {
ObjSwitch_FloorReleaseInit(this);
if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_HOLD) {
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_HOLD) {
ObjSwitch_SetOff(this, play);
} else {
ObjSwitch_SetOn(this, play);
@ -475,10 +488,11 @@ void ObjSwitch_FloorReleaseInit(ObjSwitch* this) {
}
void ObjSwitch_FloorRelease(ObjSwitch* this, PlayState* play) {
s16 subType = (this->dyna.actor.params >> 4 & 7);
s16 subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
if (((subType != OBJSWITCH_SUBTYPE_TOGGLE) && (subType != OBJSWITCH_SUBTYPE_HOLD_INVERTED)) || !this->cooldownOn ||
func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
this->dyna.actor.scale.y += 99.0f / 2000.0f;
if (this->dyna.actor.scale.y >= 33.0f / 200.0f) {
ObjSwitch_FloorUpInit(this);
@ -494,16 +508,16 @@ s32 ObjSwitch_EyeIsHit(ObjSwitch* this) {
Actor* collidingActor;
s16 yawDiff;
if ((this->tris.col.base.acFlags & AC_HIT) && !(this->unk_17F & AC_HIT)) {
if ((this->tris.col.base.acFlags & AC_HIT) && !(this->prevColFlags & AC_HIT)) {
collidingActor = this->tris.col.base.ac;
if (collidingActor != NULL) {
yawDiff = collidingActor->world.rot.y - this->dyna.actor.shape.rot.y;
if (ABS(yawDiff) > 0x5000) {
return 1;
return true;
}
}
}
return 0;
return false;
}
void ObjSwitch_EyeFrozenInit(ObjSwitch* this) {
@ -511,7 +525,7 @@ void ObjSwitch_EyeFrozenInit(ObjSwitch* this) {
}
void ObjSwitch_EyeInit(ObjSwitch* this, PlayState* play) {
if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
ObjSwitch_EyeClosedInit(this);
} else {
ObjSwitch_EyeOpenInit(this);
@ -524,10 +538,10 @@ void ObjSwitch_EyeOpenInit(ObjSwitch* this) {
}
void ObjSwitch_EyeOpen(ObjSwitch* this, PlayState* play) {
if (ObjSwitch_EyeIsHit(this) || (this->dyna.actor.params >> 7 & 1)) {
if (ObjSwitch_EyeIsHit(this) || OBJSWITCH_FROZEN(&this->dyna.actor)) {
ObjSwitch_EyeClosingInit(this);
ObjSwitch_SetOn(this, play);
this->dyna.actor.params &= ~0x80;
this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
}
}
@ -552,18 +566,19 @@ void ObjSwitch_EyeClosedInit(ObjSwitch* this) {
}
void ObjSwitch_EyeClosed(ObjSwitch* this, PlayState* play) {
switch (this->dyna.actor.params >> 4 & 7) {
switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
case OBJSWITCH_SUBTYPE_ONCE:
if (!Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
if (!Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
ObjSwitch_EyeOpeningInit(this);
this->dyna.actor.params &= ~0x80;
this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
}
break;
case OBJSWITCH_SUBTYPE_TOGGLE:
if (ObjSwitch_EyeIsHit(this) || (this->dyna.actor.params >> 7 & 1)) {
if (ObjSwitch_EyeIsHit(this) || OBJSWITCH_FROZEN(&this->dyna.actor)) {
ObjSwitch_EyeOpeningInit(this);
ObjSwitch_SetOff(this, play);
this->dyna.actor.params &= ~0x80;
this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
}
break;
}
@ -575,8 +590,9 @@ void ObjSwitch_EyeOpeningInit(ObjSwitch* this) {
}
void ObjSwitch_EyeOpening(ObjSwitch* this, PlayState* play) {
if ((this->dyna.actor.params >> 4 & 7) != OBJSWITCH_SUBTYPE_TOGGLE || !this->cooldownOn ||
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) != OBJSWITCH_SUBTYPE_TOGGLE || !this->cooldownOn ||
func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
this->eyeTexIndex--;
if (this->eyeTexIndex <= 0) {
ObjSwitch_EyeOpenInit(this);
@ -594,7 +610,7 @@ void ObjSwitch_CrystalOffInit(ObjSwitch* this) {
}
void ObjSwitch_CrystalOff(ObjSwitch* this, PlayState* play) {
switch (this->dyna.actor.params >> 4 & 7) {
switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
case OBJSWITCH_SUBTYPE_ONCE:
if ((this->jntSph.col.base.acFlags & AC_HIT) && this->disableAcTimer <= 0) {
this->disableAcTimer = 10;
@ -602,16 +618,20 @@ void ObjSwitch_CrystalOff(ObjSwitch* this, PlayState* play) {
ObjSwitch_CrystalTurnOnInit(this);
}
break;
case OBJSWITCH_SUBTYPE_SYNC:
if (((this->jntSph.col.base.acFlags & AC_HIT) && this->disableAcTimer <= 0) ||
Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
this->disableAcTimer = 10;
ObjSwitch_SetOn(this, play);
ObjSwitch_CrystalTurnOnInit(this);
}
break;
case OBJSWITCH_SUBTYPE_TOGGLE:
if ((this->jntSph.col.base.acFlags & AC_HIT) && !(this->unk_17F & AC_HIT) && this->disableAcTimer <= 0) {
if ((this->jntSph.col.base.acFlags & AC_HIT) && !(this->prevColFlags & AC_HIT) &&
this->disableAcTimer <= 0) {
this->disableAcTimer = 10;
ObjSwitch_SetOn(this, play);
ObjSwitch_CrystalTurnOnInit(this);
@ -629,7 +649,7 @@ void ObjSwitch_CrystalTurnOnInit(ObjSwitch* this) {
void ObjSwitch_CrystalTurnOn(ObjSwitch* this, PlayState* play) {
if (!this->cooldownOn || func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
ObjSwitch_CrystalOnInit(this);
if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_TOGGLE) {
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_TOGGLE) {
ObjSwitch_UpdateTwoTexScrollXY(this);
}
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
@ -645,15 +665,17 @@ void ObjSwitch_CrystalOnInit(ObjSwitch* this) {
}
void ObjSwitch_CrystalOn(ObjSwitch* this, PlayState* play) {
switch (this->dyna.actor.params >> 4 & 7) {
switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
case OBJSWITCH_SUBTYPE_ONCE:
case OBJSWITCH_SUBTYPE_SYNC:
if (!Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
if (!Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
ObjSwitch_CrystalTurnOffInit(this);
}
break;
case OBJSWITCH_SUBTYPE_TOGGLE:
if ((this->jntSph.col.base.acFlags & AC_HIT) && !(this->unk_17F & AC_HIT) && this->disableAcTimer <= 0) {
if ((this->jntSph.col.base.acFlags & AC_HIT) && !(this->prevColFlags & AC_HIT) &&
this->disableAcTimer <= 0) {
this->disableAcTimer = 10;
play = play;
ObjSwitch_CrystalTurnOffInit(this);
@ -670,7 +692,7 @@ void ObjSwitch_CrystalTurnOffInit(ObjSwitch* this) {
}
void ObjSwitch_CrystalTurnOff(ObjSwitch* this, PlayState* play) {
if ((this->dyna.actor.params >> 4 & 7) != OBJSWITCH_SUBTYPE_TOGGLE || !this->cooldownOn ||
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) != OBJSWITCH_SUBTYPE_TOGGLE || !this->cooldownOn ||
func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
ObjSwitch_CrystalOffInit(this);
ObjSwitch_UpdateTwoTexScrollXY(this);
@ -690,22 +712,24 @@ void ObjSwitch_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
switch (this->dyna.actor.params & 7) {
switch (OBJSWITCH_TYPE(&this->dyna.actor)) {
case OBJSWITCH_TYPE_FLOOR:
case OBJSWITCH_TYPE_FLOOR_RUSTY:
this->unk_17F = this->dyna.interactFlags;
this->prevColFlags = this->dyna.interactFlags;
break;
case OBJSWITCH_TYPE_EYE:
this->unk_17F = this->tris.col.base.acFlags;
this->prevColFlags = this->tris.col.base.acFlags;
this->tris.col.base.acFlags &= ~AC_HIT;
CollisionCheck_SetAC(play, &play->colChkCtx, &this->tris.col.base);
break;
case OBJSWITCH_TYPE_CRYSTAL:
case OBJSWITCH_TYPE_CRYSTAL_TARGETABLE:
if (!Player_InCsMode(play) && this->disableAcTimer > 0) {
this->disableAcTimer--;
}
this->unk_17F = this->jntSph.col.base.acFlags;
this->prevColFlags = this->jntSph.col.base.acFlags;
this->jntSph.col.base.acFlags &= ~AC_HIT;
if (this->disableAcTimer <= 0) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->jntSph.col.base);
@ -716,9 +740,14 @@ void ObjSwitch_Update(Actor* thisx, PlayState* play) {
}
void ObjSwitch_DrawFloor(ObjSwitch* this, PlayState* play) {
static Gfx* floorSwitchDLists[] = { gFloorSwitch1DL, gFloorSwitch3DL, gFloorSwitch2DL, gFloorSwitch2DL };
static Gfx* floorSwitchDLists[] = {
gFloorSwitch1DL, // OBJSWITCH_SUBTYPE_ONCE
gFloorSwitch3DL, // OBJSWITCH_SUBTYPE_TOGGLE
gFloorSwitch2DL, // OBJSWITCH_SUBTYPE_HOLD
gFloorSwitch2DL, // OBJSWITCH_SUBTYPE_HOLD_INVERTED
};
Gfx_DrawDListOpa(play, floorSwitchDLists[(this->dyna.actor.params >> 4 & 7)]);
Gfx_DrawDListOpa(play, floorSwitchDLists[OBJSWITCH_SUBTYPE(&this->dyna.actor)]);
}
void ObjSwitch_DrawFloorRusty(ObjSwitch* this, PlayState* play) {
@ -727,12 +756,17 @@ void ObjSwitch_DrawFloorRusty(ObjSwitch* this, PlayState* play) {
void ObjSwitch_DrawEye(ObjSwitch* this, PlayState* play) {
static void* eyeTextures[][4] = {
// OBJSWITCH_SUBTYPE_ONCE
{ gEyeSwitchGoldOpenTex, gEyeSwitchGoldOpeningTex, gEyeSwitchGoldClosingTex, gEyeSwitchGoldClosedTex },
// OBJSWITCH_SUBTYPE_TOGGLE
{ gEyeSwitchSilverOpenTex, gEyeSwitchSilverHalfTex, gEyeSwitchSilverClosedTex, gEyeSwitchSilverClosedTex },
};
static Gfx* eyeDlists[] = { gEyeSwitch1DL, gEyeSwitch2DL };
static Gfx* eyeSwitchDLs[] = {
gEyeSwitch1DL, // OBJSWITCH_SUBTYPE_ONCE
gEyeSwitch2DL, // OBJSWITCH_SUBTYPE_TOGGLE
};
s32 pad;
s32 subType = (this->dyna.actor.params >> 4 & 7);
s32 subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1459);
@ -740,21 +774,31 @@ void ObjSwitch_DrawEye(ObjSwitch* this, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_switch.c", 1462),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[subType][this->eyeTexIndex]));
gSPDisplayList(POLY_OPA_DISP++, eyeDlists[subType]);
gSPDisplayList(POLY_OPA_DISP++, eyeSwitchDLs[subType]);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1471);
}
void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
static Gfx* xluDLists[] = { gCrystalSwitchCoreXluDL, gCrystalSwitchDiamondXluDL, NULL, NULL,
gCrystalSwitchCoreXluDL };
static Gfx* opaDLists[] = { gCrystalSwitchCoreOpaDL, gCrystalSwitchDiamondOpaDL, NULL, NULL,
gCrystalSwitchCoreOpaDL };
static Gfx* xluDLists[] = {
gCrystalSwitchCoreXluDL, // OBJSWITCH_SUBTYPE_ONCE
gCrystalSwitchDiamondXluDL, // OBJSWITCH_SUBTYPE_TOGGLE
NULL, // OBJSWITCH_SUBTYPE_HOLD
NULL, // OBJSWITCH_SUBTYPE_HOLD_INVERTED
gCrystalSwitchCoreXluDL, // OBJSWITCH_SUBTYPE_SYNC
};
static Gfx* opaDLists[] = {
gCrystalSwitchCoreOpaDL, // OBJSWITCH_SUBTYPE_ONCE
gCrystalSwitchDiamondOpaDL, // OBJSWITCH_SUBTYPE_TOGGLE
NULL, // OBJSWITCH_SUBTYPE_HOLD
NULL, // OBJSWITCH_SUBTYPE_HOLD_INVERTED
gCrystalSwitchCoreOpaDL // OBJSWITCH_SUBTYPE_SYNC
};
s32 pad1;
s32 pad2;
s32 subType;
subType = (this->dyna.actor.params >> 4 & 7);
subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
func_8002ED80(&this->dyna.actor, play, 0);
if (1) {}
@ -788,11 +832,15 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
}
static ObjSwitchActionFunc sDrawFuncs[] = {
ObjSwitch_DrawFloor, ObjSwitch_DrawFloorRusty, ObjSwitch_DrawEye, ObjSwitch_DrawCrystal, ObjSwitch_DrawCrystal,
ObjSwitch_DrawFloor, // OBJSWITCH_TYPE_FLOOR
ObjSwitch_DrawFloorRusty, // OBJSWITCH_TYPE_FLOOR_RUSTY
ObjSwitch_DrawEye, // OBJSWITCH_TYPE_EYE
ObjSwitch_DrawCrystal, // OBJSWITCH_TYPE_CRYSTAL
ObjSwitch_DrawCrystal, // OBJSWITCH_TYPE_CRYSTAL_TARGETABLE
};
void ObjSwitch_Draw(Actor* thisx, PlayState* play) {
ObjSwitch* this = (ObjSwitch*)thisx;
sDrawFuncs[(this->dyna.actor.params & 7)](this, play);
sDrawFuncs[OBJSWITCH_TYPE(&this->dyna.actor)](this, play);
}

View file

@ -48,7 +48,7 @@ typedef struct ObjSwitch {
/* 0x017A */ u8 x2TexScroll;
/* 0x017B */ u8 y2TexScroll;
/* 0x017C */ Color_RGB8 crystalColor;
/* 0x017F */ u8 unk_17F;
/* 0x017F */ u8 prevColFlags; // Either dynapoly interact flags or AC flags, of the previous frame
union {
/* 0x0180 */ ObjSwitchJntSph jntSph;
/* 0x0180 */ ObjSwitchTris tris;