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Further ObjSwitch docs (#1406)
* Doc fixups for ObjSwitch * rev * params macros
This commit is contained in:
parent
a2d62eedb2
commit
eb9b707157
2 changed files with 134 additions and 86 deletions
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@ -10,10 +10,11 @@
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#define FLAGS ACTOR_FLAG_4
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// type: (this->dyna.actor.params & 7)
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// subtype: (this->dyna.actor.params >> 4 & 7)
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// switch flag: (this->dyna.actor.params >> 8 & 0x3F)
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// frozen: this->dyna.actor.params >> 7 & 1
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#define OBJSWITCH_TYPE(thisx) ((thisx)->params & 7)
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#define OBJSWITCH_SUBTYPE(thisx) (((thisx)->params >> 4) & 7)
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#define OBJSWITCH_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x3F)
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#define OBJSWITCH_FROZEN(thisx) (((thisx)->params >> 7) & 1)
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#define OBJSWITCH_FROZEN_FLAG (1 << 7)
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void ObjSwitch_Init(Actor* thisx, PlayState* play);
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void ObjSwitch_Destroy(Actor* thisx, PlayState* play);
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@ -61,9 +62,15 @@ const ActorInit Obj_Switch_InitVars = {
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(ActorFunc)ObjSwitch_Draw,
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};
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static f32 sHeights[] = { 10, 10, 0, 30, 30 };
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static f32 sFocusHeights[] = {
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10, // OBJSWITCH_TYPE_FLOOR
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10, // OBJSWITCH_TYPE_FLOOR_RUSTY
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0, // OBJSWITCH_TYPE_EYE
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30, // OBJSWITCH_TYPE_CRYSTAL
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30, // OBJSWITCH_TYPE_CRYSTAL_TARGETABLE
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};
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static ColliderTrisElementInit D_80B9EC34[2] = {
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static ColliderTrisElementInit sRustyFloorTrisElementsInit[2] = {
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{
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{
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ELEMTYPE_UNK0,
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@ -97,11 +104,11 @@ static ColliderTrisInit sRustyFloorTrisInit = {
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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ARRAY_COUNT(D_80B9EC34),
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D_80B9EC34,
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ARRAY_COUNT(sRustyFloorTrisElementsInit),
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sRustyFloorTrisElementsInit,
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};
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static ColliderTrisElementInit D_80B9ECBC[2] = {
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static ColliderTrisElementInit sEyeTrisElementsInit[2] = {
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{
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{
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ELEMTYPE_UNK4,
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@ -126,7 +133,7 @@ static ColliderTrisElementInit D_80B9ECBC[2] = {
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},
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};
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static ColliderTrisInit trisColliderEye = {
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static ColliderTrisInit sEyeTrisInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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@ -135,11 +142,11 @@ static ColliderTrisInit trisColliderEye = {
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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ARRAY_COUNT(D_80B9ECBC),
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D_80B9ECBC,
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ARRAY_COUNT(sEyeTrisElementsInit),
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sEyeTrisElementsInit,
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};
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static ColliderJntSphElementInit D_80B9ED44[1] = {
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static ColliderJntSphElementInit sCrystalJntSphElementInit[1] = {
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{
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{
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ELEMTYPE_UNK0,
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@ -153,7 +160,7 @@ static ColliderJntSphElementInit D_80B9ED44[1] = {
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},
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};
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static ColliderJntSphInit sCrystalJntSphereInit = {
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static ColliderJntSphInit sCrystalJntSphInit = {
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{
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COLTYPE_METAL,
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AT_NONE,
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@ -162,8 +169,8 @@ static ColliderJntSphInit sCrystalJntSphereInit = {
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OC2_TYPE_2,
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COLSHAPE_JNTSPH,
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},
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ARRAY_COUNT(D_80B9ED44),
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D_80B9ED44,
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ARRAY_COUNT(sCrystalJntSphElementInit),
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sCrystalJntSphElementInit,
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};
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static InitChainEntry sInitChain[] = {
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@ -173,9 +180,9 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 2000, ICHAIN_STOP),
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};
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void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 angle) {
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f32 s = Math_SinS(angle);
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f32 c = Math_CosS(angle);
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void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 rotY) {
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f32 s = Math_SinS(rotY);
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f32 c = Math_CosS(rotY);
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dest->x = src->z * s + src->x * c;
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dest->y = src->y;
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@ -235,18 +242,18 @@ Actor* ObjSwitch_SpawnIce(ObjSwitch* this, PlayState* play) {
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return Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_ICE_POLY, thisx->world.pos.x, thisx->world.pos.y,
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thisx->world.pos.z, thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z,
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(this->dyna.actor.params >> 8 & 0x3F) << 8);
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OBJSWITCH_SWITCH_FLAG(&this->dyna.actor) << 8);
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}
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void ObjSwitch_SetOn(ObjSwitch* this, PlayState* play) {
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s32 pad;
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s32 subType;
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if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
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if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
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this->cooldownOn = false;
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} else {
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subType = (this->dyna.actor.params >> 4 & 7);
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Flags_SetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
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subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
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Flags_SetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
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if (subType == OBJSWITCH_SUBTYPE_ONCE || subType == OBJSWITCH_SUBTYPE_SYNC) {
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OnePointCutscene_AttentionSetSfx(play, &this->dyna.actor, NA_SE_SY_CORRECT_CHIME);
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@ -261,10 +268,10 @@ void ObjSwitch_SetOn(ObjSwitch* this, PlayState* play) {
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void ObjSwitch_SetOff(ObjSwitch* this, PlayState* play) {
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this->cooldownOn = false;
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if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
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Flags_UnsetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
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if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
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Flags_UnsetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
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if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_TOGGLE) {
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if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_TOGGLE) {
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OnePointCutscene_AttentionSetSfx(play, &this->dyna.actor, NA_SE_SY_TRE_BOX_APPEAR);
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this->cooldownOn = true;
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}
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@ -280,11 +287,11 @@ void ObjSwitch_UpdateTwoTexScrollXY(ObjSwitch* this) {
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void ObjSwitch_Init(Actor* thisx, PlayState* play) {
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ObjSwitch* this = (ObjSwitch*)thisx;
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s32 switchFlagSet;
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s32 isSwitchFlagSet;
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s32 type;
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switchFlagSet = Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F));
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type = (this->dyna.actor.params & 7);
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isSwitchFlagSet = Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
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type = OBJSWITCH_TYPE(&this->dyna.actor);
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if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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ObjSwitch_InitDynaPoly(this, play, &gFloorSwitchCol, DYNA_TRANSFORM_POS);
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@ -296,14 +303,14 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 1.0f;
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}
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Actor_SetFocus(&this->dyna.actor, sHeights[type]);
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Actor_SetFocus(&this->dyna.actor, sFocusHeights[type]);
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if (type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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ObjSwitch_InitTrisCollider(this, play, &sRustyFloorTrisInit);
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} else if (type == OBJSWITCH_TYPE_EYE) {
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ObjSwitch_InitTrisCollider(this, play, &trisColliderEye);
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ObjSwitch_InitTrisCollider(this, play, &sEyeTrisInit);
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} else if (type == OBJSWITCH_TYPE_CRYSTAL || type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
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ObjSwitch_InitJntSphCollider(this, play, &sCrystalJntSphereInit);
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ObjSwitch_InitJntSphCollider(this, play, &sCrystalJntSphInit);
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}
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if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
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@ -313,31 +320,31 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
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if ((this->dyna.actor.params >> 7 & 1) && (ObjSwitch_SpawnIce(this, play) == NULL)) {
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if (OBJSWITCH_FROZEN(&this->dyna.actor) && (ObjSwitch_SpawnIce(this, play) == NULL)) {
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osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf("Error : 氷発生失敗 (%s %d)\n", "../z_obj_switch.c", 732);
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osSyncPrintf(VT_RST);
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this->dyna.actor.params &= ~0x80;
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this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
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}
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if (this->dyna.actor.params >> 7 & 1) {
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if (OBJSWITCH_FROZEN(&this->dyna.actor)) {
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ObjSwitch_EyeFrozenInit(this);
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} else if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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//! @bug This condition does not account for OBJSWITCH_SUBTYPE_HOLD_INVERTED which expects
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//! the relationship between the switch position and the switch flag to be inverted
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if (switchFlagSet) {
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if (isSwitchFlagSet) {
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ObjSwitch_FloorDownInit(this);
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} else {
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ObjSwitch_FloorUpInit(this);
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}
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} else if (type == OBJSWITCH_TYPE_EYE) {
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if (switchFlagSet) {
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if (isSwitchFlagSet) {
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ObjSwitch_EyeClosedInit(this);
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} else {
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ObjSwitch_EyeOpenInit(this);
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}
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} else if (type == OBJSWITCH_TYPE_CRYSTAL || type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
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if (switchFlagSet) {
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if (isSwitchFlagSet) {
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ObjSwitch_CrystalOnInit(this);
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} else {
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ObjSwitch_CrystalOffInit(this);
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@ -350,18 +357,19 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
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void ObjSwitch_Destroy(Actor* thisx, PlayState* play) {
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ObjSwitch* this = (ObjSwitch*)thisx;
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switch (this->dyna.actor.params & 7) {
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switch (OBJSWITCH_TYPE(&this->dyna.actor)) {
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case OBJSWITCH_TYPE_FLOOR:
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case OBJSWITCH_TYPE_FLOOR_RUSTY:
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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break;
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}
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switch (this->dyna.actor.params & 7) {
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switch (OBJSWITCH_TYPE(&this->dyna.actor)) {
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case OBJSWITCH_TYPE_FLOOR_RUSTY:
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case OBJSWITCH_TYPE_EYE:
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Collider_DestroyTris(play, &this->tris.col);
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break;
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case OBJSWITCH_TYPE_CRYSTAL:
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case OBJSWITCH_TYPE_CRYSTAL_TARGETABLE:
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Collider_DestroyJntSph(play, &this->jntSph.col);
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@ -375,7 +383,7 @@ void ObjSwitch_FloorUpInit(ObjSwitch* this) {
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}
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void ObjSwitch_FloorUp(ObjSwitch* this, PlayState* play) {
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if ((this->dyna.actor.params & 7) == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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if (OBJSWITCH_TYPE(&this->dyna.actor) == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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if (this->tris.col.base.acFlags & AC_HIT) {
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ObjSwitch_FloorPressInit(this);
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ObjSwitch_SetOn(this, play);
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@ -384,26 +392,29 @@ void ObjSwitch_FloorUp(ObjSwitch* this, PlayState* play) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->tris.col.base);
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}
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} else {
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switch (this->dyna.actor.params >> 4 & 7) {
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switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
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case OBJSWITCH_SUBTYPE_ONCE:
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if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
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ObjSwitch_FloorPressInit(this);
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ObjSwitch_SetOn(this, play);
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}
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break;
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case OBJSWITCH_SUBTYPE_TOGGLE:
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if ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) &&
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!(this->unk_17F & DYNA_INTERACT_PLAYER_ON_TOP)) {
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!(this->prevColFlags & DYNA_INTERACT_PLAYER_ON_TOP)) {
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ObjSwitch_FloorPressInit(this);
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ObjSwitch_SetOn(this, play);
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}
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break;
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case OBJSWITCH_SUBTYPE_HOLD:
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if (func_800435B4(&this->dyna)) {
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ObjSwitch_FloorPressInit(this);
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ObjSwitch_SetOn(this, play);
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}
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break;
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case OBJSWITCH_SUBTYPE_HOLD_INVERTED:
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if (func_800435B4(&this->dyna)) {
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ObjSwitch_FloorPressInit(this);
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@ -420,7 +431,7 @@ void ObjSwitch_FloorPressInit(ObjSwitch* this) {
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}
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void ObjSwitch_FloorPress(ObjSwitch* this, PlayState* play) {
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if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_HOLD_INVERTED || !this->cooldownOn ||
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if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_HOLD_INVERTED || !this->cooldownOn ||
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func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
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this->dyna.actor.scale.y -= 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y <= 33.0f / 2000.0f) {
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@ -438,25 +449,27 @@ void ObjSwitch_FloorDownInit(ObjSwitch* this) {
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}
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void ObjSwitch_FloorDown(ObjSwitch* this, PlayState* play) {
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switch (this->dyna.actor.params >> 4 & 7) {
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switch (OBJSWITCH_SUBTYPE(&this->dyna.actor)) {
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case OBJSWITCH_SUBTYPE_ONCE:
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if (!Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
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if (!Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
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ObjSwitch_FloorReleaseInit(this);
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}
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break;
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case OBJSWITCH_SUBTYPE_TOGGLE:
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if ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) &&
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!(this->unk_17F & DYNA_INTERACT_PLAYER_ON_TOP)) {
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!(this->prevColFlags & DYNA_INTERACT_PLAYER_ON_TOP)) {
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ObjSwitch_FloorReleaseInit(this);
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ObjSwitch_SetOff(this, play);
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}
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break;
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case OBJSWITCH_SUBTYPE_HOLD:
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case OBJSWITCH_SUBTYPE_HOLD_INVERTED:
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if (!func_800435B4(&this->dyna) && !Player_InCsMode(play)) {
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if (this->releaseTimer <= 0) {
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ObjSwitch_FloorReleaseInit(this);
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if ((this->dyna.actor.params >> 4 & 7) == OBJSWITCH_SUBTYPE_HOLD) {
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if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_HOLD) {
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ObjSwitch_SetOff(this, play);
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} else {
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ObjSwitch_SetOn(this, play);
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@ -475,10 +488,11 @@ void ObjSwitch_FloorReleaseInit(ObjSwitch* this) {
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}
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void ObjSwitch_FloorRelease(ObjSwitch* this, PlayState* play) {
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s16 subType = (this->dyna.actor.params >> 4 & 7);
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s16 subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
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if (((subType != OBJSWITCH_SUBTYPE_TOGGLE) && (subType != OBJSWITCH_SUBTYPE_HOLD_INVERTED)) || !this->cooldownOn ||
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func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
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this->dyna.actor.scale.y += 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y >= 33.0f / 200.0f) {
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ObjSwitch_FloorUpInit(this);
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@ -494,16 +508,16 @@ s32 ObjSwitch_EyeIsHit(ObjSwitch* this) {
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Actor* collidingActor;
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s16 yawDiff;
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if ((this->tris.col.base.acFlags & AC_HIT) && !(this->unk_17F & AC_HIT)) {
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if ((this->tris.col.base.acFlags & AC_HIT) && !(this->prevColFlags & AC_HIT)) {
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collidingActor = this->tris.col.base.ac;
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if (collidingActor != NULL) {
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yawDiff = collidingActor->world.rot.y - this->dyna.actor.shape.rot.y;
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if (ABS(yawDiff) > 0x5000) {
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return 1;
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return true;
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}
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}
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}
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return 0;
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return false;
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}
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void ObjSwitch_EyeFrozenInit(ObjSwitch* this) {
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@ -511,7 +525,7 @@ void ObjSwitch_EyeFrozenInit(ObjSwitch* this) {
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}
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void ObjSwitch_EyeInit(ObjSwitch* this, PlayState* play) {
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if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8 & 0x3F))) {
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if (Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor))) {
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ObjSwitch_EyeClosedInit(this);
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} else {
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ObjSwitch_EyeOpenInit(this);
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@ -524,10 +538,10 @@ void ObjSwitch_EyeOpenInit(ObjSwitch* this) {
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}
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void ObjSwitch_EyeOpen(ObjSwitch* this, PlayState* play) {
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if (ObjSwitch_EyeIsHit(this) || (this->dyna.actor.params >> 7 & 1)) {
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if (ObjSwitch_EyeIsHit(this) || OBJSWITCH_FROZEN(&this->dyna.actor)) {
|
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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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue