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en_honotrap MM sync (#1564)

* MM pr suggestions

* more changes to match MM

* linebreak in switch

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
mzxrules 2024-01-12 11:38:14 -05:00 committed by GitHub
parent 4982f32384
commit f4306900ee
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 92 additions and 97 deletions

View File

@ -18,7 +18,8 @@ typedef enum {
/* 0 */ HONOTRAP_EYE_OPEN,
/* 1 */ HONOTRAP_EYE_HALF,
/* 2 */ HONOTRAP_EYE_CLOSE,
/* 3 */ HONOTRAP_EYE_SHUT
/* 3 */ HONOTRAP_EYE_SHUT,
/* 4 */ HONOTRAP_EYE_MAX
} EnHonotrapEyeState;
void EnHonotrap_Init(Actor* thisx, PlayState* play);
@ -35,8 +36,8 @@ void EnHonotrap_EyeAttack(EnHonotrap* this, PlayState* play);
void EnHonotrap_SetupEyeClose(EnHonotrap* this);
void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play);
void EnHonotrap_SetupFlame(EnHonotrap* this);
void EnHonotrap_Flame(EnHonotrap* this, PlayState* play);
void EnHonotrap_SetupFlameGrow(EnHonotrap* this);
void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play);
void EnHonotrap_SetupFlameDrop(EnHonotrap* this);
void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play);
@ -138,17 +139,17 @@ void EnHonotrap_FlameCollisionCheck(EnHonotrap* this, PlayState* play) {
}
void EnHonotrap_GetNormal(Vec3f* normal, Vec3f* vec) {
f32 mag = Math3D_Vec3fMagnitude(vec);
f32 magnitude = Math3D_Vec3fMagnitude(vec);
if (mag < 0.001f) {
if (magnitude < 0.001f) {
PRINTF("Warning : vector size zero (%s %d)\n", "../z_en_honotrap.c", 328, normal);
normal->x = normal->y = 0.0f;
normal->z = 1.0f;
} else {
normal->x = vec->x * (1.0f / mag);
normal->y = vec->y * (1.0f / mag);
normal->z = vec->z * (1.0f / mag);
normal->x = vec->x * (1.0f / magnitude);
normal->y = vec->y * (1.0f / magnitude);
normal->z = vec->z * (1.0f / magnitude);
}
}
@ -198,9 +199,9 @@ void EnHonotrap_InitFlame(Actor* thisx, PlayState* play) {
this->targetPos = GET_PLAYER(play)->actor.world.pos;
this->targetPos.y += 10.0f;
this->flameScroll = Rand_ZeroOne() * 511.0f;
EnHonotrap_SetupFlame(this);
EnHonotrap_SetupFlameGrow(this);
Actor_PlaySfx(&this->actor, NA_SE_EV_FLAME_IGNITION);
if (this->actor.params == HONOTRAP_FLAME_DROP) {
if (this->actor.params == HONOTRAP_TYPE_FLAME_DROP) {
this->actor.room = -1;
this->collider.cyl.dim.radius = 12;
this->collider.cyl.dim.height = 30;
@ -210,7 +211,7 @@ void EnHonotrap_InitFlame(Actor* thisx, PlayState* play) {
void EnHonotrap_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
if (thisx->params == HONOTRAP_EYE) {
if (thisx->params == HONOTRAP_TYPE_EYE) {
EnHonotrap_InitEye(thisx, play);
} else {
EnHonotrap_InitFlame(thisx, play);
@ -221,7 +222,7 @@ void EnHonotrap_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
EnHonotrap* this = (EnHonotrap*)thisx;
if (this->actor.params == HONOTRAP_EYE) {
if (this->actor.params == HONOTRAP_TYPE_EYE) {
Collider_DestroyTris(play, &this->collider.tris);
} else {
Collider_DestroyCylinder(play, &this->collider.cyl);
@ -236,12 +237,15 @@ void EnHonotrap_SetupEyeIdle(EnHonotrap* this) {
void EnHonotrap_EyeIdle(EnHonotrap* this, PlayState* play) {
if (this->actor.child != NULL) {
this->timer = 200;
} else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f) && (0.0f > this->actor.yDistToPlayer) &&
(this->actor.yDistToPlayer > -700.0f) &&
(-0x4000 < (this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) &&
((this->actor.yawTowardsPlayer - this->actor.shape.rot.y) < 0x4000)) {
} else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f)) {
if ((this->actor.yDistToPlayer < 0.0f) && (this->actor.yDistToPlayer > -700.0f)) {
s32 angle = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((angle > -0x4000) && (angle < 0x4000)) {
EnHonotrap_SetupEyeOpen(this);
}
}
}
}
void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
@ -252,18 +256,14 @@ void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
}
void EnHonotrap_EyeOpen(EnHonotrap* this, PlayState* play) {
f32 cos;
f32 sin;
this->eyeState--;
if (this->eyeState <= HONOTRAP_EYE_OPEN) {
EnHonotrap_SetupEyeAttack(this);
sin = Math_SinS(this->actor.shape.rot.y);
cos = Math_CosS(this->actor.shape.rot.y);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
(sin * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
(cos * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x, this->actor.home.rot.y,
this->actor.home.rot.z, HONOTRAP_FLAME_MOVE);
Actor_SpawnAsChild(
&play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
(Math_SinS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
(Math_CosS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x,
this->actor.home.rot.y, this->actor.home.rot.z, HONOTRAP_TYPE_FLAME_MOVE);
}
}
@ -290,20 +290,19 @@ void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play) {
}
}
void EnHonotrap_SetupFlame(EnHonotrap* this) {
this->actionFunc = EnHonotrap_Flame;
void EnHonotrap_SetupFlameGrow(EnHonotrap* this) {
this->actionFunc = EnHonotrap_FlameGrow;
}
void EnHonotrap_Flame(EnHonotrap* this, PlayState* play) {
s32 pad;
s32 ready =
Math_StepToF(&this->actor.scale.x, (this->actor.params == HONOTRAP_FLAME_MOVE) ? 0.004f : 0.0048f, 0.0006f);
void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play) {
f32 targetScale = (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) ? 0.004f : 0.0048f;
s32 targetReached = Math_StepToF(&this->actor.scale.x, targetScale, 0.0006f);
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
if (ready) {
if (this->actor.params == HONOTRAP_FLAME_MOVE) {
if (targetReached) {
if (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) {
EnHonotrap_SetupFlameMove(this);
} else {
} else { // HONOTRAP_TYPE_FLAME_DROP
EnHonotrap_SetupFlameDrop(this);
}
}
@ -324,12 +323,12 @@ void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) {
}
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
EnHonotrap_SetupFlameVanish(this);
} else {
return;
}
if (this->actor.velocity.y > 0.0f) {
this->actor.world.pos.x += this->actor.velocity.x;
this->actor.world.pos.z += this->actor.velocity.z;
Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 12.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
}
if (!Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 1.0f, this->actor.velocity.y)) {
this->actor.velocity.y += 1.0f;
@ -337,36 +336,33 @@ void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) {
this->actor.velocity.y = 0.0f;
}
EnHonotrap_FlameCollisionCheck(this, play);
}
}
void EnHonotrap_SetupFlameMove(EnHonotrap* this) {
f32 distFrac;
f32 distInverse;
this->actionFunc = EnHonotrap_FlameMove;
distFrac = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distFrac;
this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distFrac;
this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distFrac;
distInverse = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distInverse;
this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distInverse;
this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distInverse;
this->speedMod = 0.0f;
this->timer = 160;
}
void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
s32 pad;
Actor* thisx = &this->actor;
Vec3f speed;
s32 ready;
s32 targetReached;
Math_StepToF(&this->speedMod, 13.0f, 0.5f);
speed.x = fabsf(this->speedMod * this->actor.velocity.x);
speed.y = fabsf(this->speedMod * this->actor.velocity.y);
speed.z = fabsf(this->speedMod * this->actor.velocity.z);
ready = true;
ready &= Math_StepToF(&this->actor.world.pos.x, this->targetPos.x, speed.x);
ready &= Math_StepToF(&this->actor.world.pos.y, this->targetPos.y, speed.y);
ready &= Math_StepToF(&this->actor.world.pos.z, this->targetPos.z, speed.z);
speed.x = fabsf(this->speedMod * thisx->velocity.x);
speed.y = fabsf(this->speedMod * thisx->velocity.y);
speed.z = fabsf(this->speedMod * thisx->velocity.z);
targetReached = true;
targetReached &= Math_StepToF(&thisx->world.pos.x, this->targetPos.x, speed.x);
targetReached &= Math_StepToF(&thisx->world.pos.y, this->targetPos.y, speed.y);
targetReached &= Math_StepToF(&thisx->world.pos.z, this->targetPos.z, speed.z);
Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
UPDBGCHECKINFO_FLAG_4);
@ -382,19 +378,20 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
shieldVec.z = -player->shieldMf.zz;
EnHonotrap_GetNormal(&shieldNorm, &shieldVec);
tempVel = this->actor.velocity;
Math3D_Vec3fReflect(&tempVel, &shieldNorm, &this->actor.velocity);
this->actor.speed = this->speedMod * 0.5f;
this->actor.world.rot.y = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
tempVel = thisx->velocity;
Math3D_Vec3fReflect(&tempVel, &shieldNorm, &thisx->velocity);
thisx->speed = this->speedMod * 0.5f;
thisx->world.rot.y = Math_Atan2S(thisx->velocity.z, thisx->velocity.x);
EnHonotrap_SetupFlameVanish(this);
} else if (this->collider.tris.base.atFlags & AT_HIT) {
this->actor.velocity.y = this->actor.speed = 0.0f;
thisx->speed = 0.0f;
thisx->velocity.y = 0.0f;
EnHonotrap_SetupFlameVanish(this);
} else if (this->timer <= 0) {
EnHonotrap_SetupFlameVanish(this);
} else {
EnHonotrap_FlameCollisionCheck(this, play);
if (ready) {
if (targetReached) {
EnHonotrap_SetupFlameChase(this);
}
}
@ -402,10 +399,9 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
void EnHonotrap_SetupFlameChase(EnHonotrap* this) {
this->actionFunc = EnHonotrap_FlameChase;
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = this->actor.speed = 0.0f;
this->actor.speed = 0.0f;
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
this->timer = 100;
}
@ -448,28 +444,27 @@ void EnHonotrap_SetupFlameVanish(EnHonotrap* this) {
void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play) {
s32 pad;
s32 ready = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
s32 targetReached = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
Actor_MoveXZGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
UPDBGCHECKINFO_FLAG_4);
if (ready) {
if (targetReached) {
Actor_Kill(&this->actor);
}
}
void EnHonotrap_Update(Actor* thisx, PlayState* play) {
static Vec3f velocity = { 0.0f, 0.0f, 0.0f };
static Vec3f accel = { 0.0f, 0.1f, 0.0f };
s32 pad;
static Vec3f sVelocity = { 0.0f, 0.0f, 0.0f };
static Vec3f sAccel = { 0.0f, 0.1f, 0.0f };
EnHonotrap* this = (EnHonotrap*)thisx;
if (this->timer > 0) {
this->timer--;
}
if (this->actor.params == HONOTRAP_EYE) {
if (this->actor.params == HONOTRAP_TYPE_EYE) {
if ((this->actor.child != NULL) && (this->actor.child->update == NULL)) {
this->actor.child = NULL;
}
@ -481,9 +476,9 @@ void EnHonotrap_Update(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
}
this->actionFunc(this, play);
if (this->actor.params == HONOTRAP_EYE) {
if (this->actor.params == HONOTRAP_TYPE_EYE) {
if (this->collider.tris.base.acFlags & AC_HIT) {
EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &velocity, &accel, 15, 8);
EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &sVelocity, &sAccel, 15, 8);
Actor_Kill(&this->actor);
} else if (this->eyeState < HONOTRAP_EYE_SHUT) {
this->collider.tris.base.acFlags &= ~AC_HIT;
@ -493,7 +488,7 @@ void EnHonotrap_Update(Actor* thisx, PlayState* play) {
}
void EnHonotrap_DrawEye(Actor* thisx, PlayState* play) {
static void* eyeTextures[] = {
static void* sSilverEyeTextures[HONOTRAP_EYE_MAX] = {
gEyeSwitchSilverOpenTex,
gEyeSwitchSilverHalfTex,
gEyeSwitchSilverClosedTex,
@ -504,7 +499,7 @@ void EnHonotrap_DrawEye(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_honotrap.c", 982);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSilverEyeTextures[this->eyeState]));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_honotrap.c", 987),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gEyeSwitch2DL);
@ -520,10 +515,9 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
this->flameScroll -= 20;
this->flameScroll &= 0x1FF;
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
this->flameScroll %= (128U << 2);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, this->flameScroll, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
@ -537,11 +531,12 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
void EnHonotrap_Draw(Actor* thisx, PlayState* play) {
switch (thisx->params) {
case HONOTRAP_EYE:
case HONOTRAP_TYPE_EYE:
EnHonotrap_DrawEye(thisx, play);
break;
case HONOTRAP_FLAME_MOVE:
case HONOTRAP_FLAME_DROP:
case HONOTRAP_TYPE_FLAME_MOVE:
case HONOTRAP_TYPE_FLAME_DROP:
EnHonotrap_DrawFlame(thisx, play);
break;
}

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@ -10,10 +10,10 @@ typedef void (*EnHonotrapActionFunc)(struct EnHonotrap*, PlayState*);
typedef union {
struct {
ColliderTris tris;
ColliderTrisElement elements[2];
/* 0x00 */ ColliderTris tris;
/* 0x20 */ ColliderTrisElement elements[2];
};
ColliderCylinder cyl;
/* 0x00 */ ColliderCylinder cyl;
} EnHonotrapCollider; // size = 0xD8
typedef struct EnHonotrap {
@ -30,9 +30,9 @@ typedef struct EnHonotrap {
} EnHonotrap; // size = 0x0244
typedef enum {
HONOTRAP_EYE,
HONOTRAP_FLAME_MOVE,
HONOTRAP_FLAME_DROP
HONOTRAP_TYPE_EYE,
HONOTRAP_TYPE_FLAME_MOVE,
HONOTRAP_TYPE_FLAME_DROP
} EnHonotrapType;
#endif

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@ -204,7 +204,7 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HONOTRAP,
Math_CosS(this->unk_19A) * speedXZ + this->actor.world.pos.x, this->actor.world.pos.y,
Math_SinS(this->unk_19A) * speedXZ + this->actor.world.pos.z, 0,
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP);
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_TYPE_FLAME_DROP);
}
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_19A, 2, 0x1000, 0x100);