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oot/src/code/z_en_a_keep.c
petrie911 02994f5339
Document Collision_Check (#468)
* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* some decomp

* still playing around with this

* rename functions

* ZAP again

* ZAP again

* the renaming begins

* more renaming. hopefully didn't break anything

* change all the things

* this and then merge

* and done

* one little thing

* small docs, small rename

* changed mind on cylinder and quad elements

* something

* more stuff

* more docs

* more adjustments

* Fixed some types

* more fixes

* all sorts of cleanup

* now with flags

* match!

* names and such

* update tools

* damage tables

* ColChkInfo

* one more thing

* formatting

* more formatting

* anime merge

* some stuff

* damage table

* again

* changes

* .s

* changes

* oc2 type

* a couple things

* format

* un-name magic arrows, not enough proof yet

* fix damage table script and remove old one

* EnAObj

* changes

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
2021-01-17 21:13:36 -05:00

358 lines
11 KiB
C

#include "global.h"
#include "vt.h"
#define FLAGS 0x00000010
#define THIS ((EnAObj*)thisx)
void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx);
void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx);
void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_8001D204(EnAObj* this, GlobalContext* globalCtx);
void func_8001D25C(EnAObj* this, GlobalContext* globalCtx);
void func_8001D360(EnAObj* this, GlobalContext* globalCtx);
void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx);
void func_8001D608(EnAObj* this, GlobalContext* globalCtx);
void func_8001D234(EnAObj* this, s16 params);
void func_8001D310(EnAObj* this, s16 params);
void func_8001D480(EnAObj* this, s16 params);
void func_8001D5C8(EnAObj* this, s16 params);
const ActorInit En_A_Obj_InitVars = {
ACTOR_EN_A_OBJ,
ACTORTYPE_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnAObj),
(ActorFunc)EnAObj_Init,
(ActorFunc)EnAObj_Destroy,
(ActorFunc)EnAObj_Update,
(ActorFunc)EnAObj_Draw,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ALL,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 25, 60, 0, { 0, 0, 0 } },
};
extern CollisionHeader D_040394B0;
extern CollisionHeader D_0403A120;
extern CollisionHeader D_0403A480;
extern CollisionHeader D_0403A7F0;
extern CollisionHeader D_06000730;
static CollisionHeader* D_8011546C[] = {
&D_040394B0, &D_040394B0, &D_0403A120, &D_0403A480, &D_0403A7F0, &D_06000730,
};
static Gfx* D_80115484[] = {
0x04039C00, 0x04039C00, 0x04039C00, 0x0403A2D0, 0x0403A2D0, 0x0403A630,
0x06000210, 0x0403AB80, 0x0403A9B0, 0x0403C050, 0x0403C5B0, 0x0400D340,
};
void EnAObj_SetupAction(EnAObj* this, EnAObjActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
s32 pad;
EnAObj* this = THIS;
f32 sp28;
sp28 = 6.0f;
this->textId = (thisx->params >> 8) & 0xFF;
thisx->params &= 0xFF;
switch (thisx->params) {
case A_OBJ_BLOCK_SMALL:
Actor_SetScale(thisx, 0.025f);
break;
case A_OBJ_BLOCK_LARGE:
Actor_SetScale(thisx, 0.05f);
break;
case A_OBJ_BLOCK_HUGE:
case A_OBJ_CUBE_SMALL:
case A_OBJ_UNKNOWN_6:
Actor_SetScale(thisx, 0.1f);
break;
case A_OBJ_BLOCK_SMALL_ROT:
Actor_SetScale(thisx, 0.005f);
break;
case A_OBJ_BLOCK_LARGE_ROT:
default:
Actor_SetScale(thisx, 0.01f);
break;
}
if (thisx->params >= 9) {
sp28 = 12.0f;
}
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
thisx->posRot2.pos = thisx->posRot.pos;
this->dyna.bgId = BGACTOR_NEG_ONE;
this->dyna.unk_160 = 0;
this->dyna.unk_15C = DPM_UNK;
thisx->uncullZoneDownward = 1200.0f;
thisx->uncullZoneScale = 200.0f;
switch (thisx->params) {
case A_OBJ_BLOCK_LARGE:
case A_OBJ_BLOCK_HUGE:
this->dyna.bgId = 1;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
func_8001D5C8(this, thisx->params);
break;
case A_OBJ_BLOCK_SMALL_ROT:
case A_OBJ_BLOCK_LARGE_ROT:
this->dyna.bgId = 3;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
func_8001D310(this, thisx->params);
break;
case A_OBJ_UNKNOWN_6:
// clang-format off
thisx->flags |= 0x1; this->dyna.bgId = 5; this->unk_178 = 10.0f;
// clang-format on
thisx->gravity = -2.0f;
func_8001D234(this, thisx->params);
break;
case A_OBJ_GRASS_CLUMP:
case A_OBJ_TREE_STUMP:
this->dyna.bgId = 0;
func_8001D234(this, thisx->params);
break;
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
thisx->textId = (this->textId & 0xFF) | 0x300;
// clang-format off
thisx->flags |= 0x1 | 0x8; thisx->unk_4C = 500.0f;
// clang-format on
this->unk_178 = 45.0f;
func_8001D234(this, thisx->params);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
thisx->colChkInfo.mass = MASS_IMMOVABLE;
thisx->unk_1F = 0;
break;
case A_OBJ_KNOB:
thisx->gravity = -1.5f;
func_8001D480(this, thisx->params);
break;
default:
thisx->gravity = -2.0f;
func_8001D234(this, thisx->params);
break;
}
if (thisx->params < 5) {
thisx->colChkInfo.mass = MASS_IMMOVABLE;
}
if (this->dyna.bgId != BGACTOR_NEG_ONE) {
CollisionHeader_GetVirtual(D_8011546C[this->dyna.bgId], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
}
}
void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnAObj* this = THIS;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
switch (this->dyna.actor.params) {
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
Collider_DestroyCylinder(globalCtx, &this->collider);
}
}
void func_8001D204(EnAObj* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->dyna.actor, globalCtx)) {
func_8001D234(this, this->dyna.actor.params);
}
}
void func_8001D234(EnAObj* this, s16 params) {
EnAObj_SetupAction(this, func_8001D25C);
}
void func_8001D25C(EnAObj* this, GlobalContext* globalCtx) {
s16 var;
if (this->dyna.actor.textId != 0) {
var = this->dyna.actor.yawTowardsLink - this->dyna.actor.shape.rot.y;
if ((ABS(var) < 0x2800) || ((this->dyna.actor.params == 0xA) && (ABS(var) > 0x5800))) {
if (func_8002F194(&this->dyna.actor, globalCtx)) {
EnAObj_SetupAction(this, func_8001D204);
} else {
func_8002F2F4(&this->dyna.actor, globalCtx);
}
}
}
}
void func_8001D310(EnAObj* this, s16 params) {
this->unk_16E = 0;
this->unk_168 = 10;
this->dyna.actor.posRot.rot.y = 0;
this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
EnAObj_SetupAction(this, func_8001D360);
}
void func_8001D360(EnAObj* this, GlobalContext* globalCtx) {
if (this->unk_16E == 0) {
if (this->dyna.unk_160 != 0) {
this->unk_16E++;
this->unk_170 = 20;
if ((s16)(this->dyna.actor.yawTowardsLink + 0x4000) < 0) {
this->unk_174 = -1000;
} else {
this->unk_174 = 1000;
}
if (this->dyna.actor.yawTowardsLink < 0) {
this->unk_172 = -this->unk_174;
} else {
this->unk_172 = this->unk_174;
}
}
} else {
if (this->unk_168 != 0) {
this->unk_168--;
} else {
this->dyna.actor.shape.rot.y += this->unk_172;
this->dyna.actor.shape.rot.x += this->unk_174;
this->unk_170--;
this->dyna.actor.gravity = -1.0f;
if (this->unk_170 == 0) {
this->dyna.actor.posRot.pos = this->dyna.actor.initPosRot.pos;
this->unk_16E = 0;
this->unk_168 = 10;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
}
}
}
}
void func_8001D480(EnAObj* this, s16 params) {
EnAObj_SetupAction(this, func_8001D4A8);
}
void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1);
this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1);
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 0x8)) {
if (1) { // Necessary to match
this->dyna.actor.posRot.rot.y =
((this->dyna.actor.wallPolyRot - this->dyna.actor.posRot.rot.y) + this->dyna.actor.wallPolyRot) -
0x8000;
}
this->dyna.actor.bgCheckFlags &= ~0x8;
}
if (this->dyna.actor.bgCheckFlags & 0x2) {
if (this->dyna.actor.velocity.y < -8.0f) {
this->dyna.actor.velocity.y *= -0.6f;
this->dyna.actor.speedXZ *= 0.6f;
this->dyna.actor.bgCheckFlags &= ~0x3;
} else {
Actor_Kill(&this->dyna.actor);
}
}
}
void func_8001D5C8(EnAObj* this, s16 params) {
this->dyna.actor.uncullZoneDownward = 1200.0f;
this->dyna.actor.uncullZoneScale = 720.0f;
EnAObj_SetupAction(this, func_8001D608);
}
void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->dyna.actor.posRot.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
this->dyna.unk_154 = 0.0f;
this->dyna.unk_150 = 0.0f;
}
void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx) {
EnAObj* this = THIS;
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->dyna.actor);
if (this->dyna.actor.gravity != 0.0f) {
if (this->dyna.actor.params != A_OBJ_KNOB) {
func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 40.0f, 0.0f, 0x1D);
} else {
func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
}
}
this->dyna.actor.posRot2.pos = this->dyna.actor.posRot.pos;
this->dyna.actor.posRot2.pos.y += this->unk_178;
switch (this->dyna.actor.params) {
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 type = thisx->params;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 701);
func_80093D18(globalCtx->state.gfxCtx);
if (type > A_OBJ_KNOB) {
type = A_OBJ_KNOB;
}
if (thisx->params == A_OBJ_KNOB) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50);
}
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 712),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, D_80115484[type]);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 715);
}