mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-15 06:06:04 +00:00
02994f5339
* 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>
357 lines
11 KiB
C
357 lines
11 KiB
C
#include "global.h"
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#include "vt.h"
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#define FLAGS 0x00000010
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#define THIS ((EnAObj*)thisx)
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void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_8001D204(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D25C(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D360(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D608(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D234(EnAObj* this, s16 params);
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void func_8001D310(EnAObj* this, s16 params);
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void func_8001D480(EnAObj* this, s16 params);
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void func_8001D5C8(EnAObj* this, s16 params);
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const ActorInit En_A_Obj_InitVars = {
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ACTOR_EN_A_OBJ,
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ACTORTYPE_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnAObj),
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(ActorFunc)EnAObj_Init,
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(ActorFunc)EnAObj_Destroy,
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(ActorFunc)EnAObj_Update,
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(ActorFunc)EnAObj_Draw,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_ALL,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 25, 60, 0, { 0, 0, 0 } },
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};
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extern CollisionHeader D_040394B0;
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extern CollisionHeader D_0403A120;
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extern CollisionHeader D_0403A480;
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extern CollisionHeader D_0403A7F0;
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extern CollisionHeader D_06000730;
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static CollisionHeader* D_8011546C[] = {
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&D_040394B0, &D_040394B0, &D_0403A120, &D_0403A480, &D_0403A7F0, &D_06000730,
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};
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static Gfx* D_80115484[] = {
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0x04039C00, 0x04039C00, 0x04039C00, 0x0403A2D0, 0x0403A2D0, 0x0403A630,
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0x06000210, 0x0403AB80, 0x0403A9B0, 0x0403C050, 0x0403C5B0, 0x0400D340,
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};
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void EnAObj_SetupAction(EnAObj* this, EnAObjActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
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CollisionHeader* colHeader = NULL;
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s32 pad;
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EnAObj* this = THIS;
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f32 sp28;
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sp28 = 6.0f;
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this->textId = (thisx->params >> 8) & 0xFF;
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thisx->params &= 0xFF;
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switch (thisx->params) {
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case A_OBJ_BLOCK_SMALL:
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Actor_SetScale(thisx, 0.025f);
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break;
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case A_OBJ_BLOCK_LARGE:
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Actor_SetScale(thisx, 0.05f);
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break;
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case A_OBJ_BLOCK_HUGE:
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case A_OBJ_CUBE_SMALL:
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case A_OBJ_UNKNOWN_6:
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Actor_SetScale(thisx, 0.1f);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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Actor_SetScale(thisx, 0.005f);
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break;
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case A_OBJ_BLOCK_LARGE_ROT:
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default:
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Actor_SetScale(thisx, 0.01f);
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break;
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}
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if (thisx->params >= 9) {
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sp28 = 12.0f;
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}
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ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
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thisx->posRot2.pos = thisx->posRot.pos;
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this->dyna.bgId = BGACTOR_NEG_ONE;
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this->dyna.unk_160 = 0;
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this->dyna.unk_15C = DPM_UNK;
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thisx->uncullZoneDownward = 1200.0f;
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thisx->uncullZoneScale = 200.0f;
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switch (thisx->params) {
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case A_OBJ_BLOCK_LARGE:
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case A_OBJ_BLOCK_HUGE:
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this->dyna.bgId = 1;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
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func_8001D5C8(this, thisx->params);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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case A_OBJ_BLOCK_LARGE_ROT:
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this->dyna.bgId = 3;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
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func_8001D310(this, thisx->params);
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break;
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case A_OBJ_UNKNOWN_6:
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// clang-format off
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thisx->flags |= 0x1; this->dyna.bgId = 5; this->unk_178 = 10.0f;
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// clang-format on
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thisx->gravity = -2.0f;
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func_8001D234(this, thisx->params);
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break;
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case A_OBJ_GRASS_CLUMP:
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case A_OBJ_TREE_STUMP:
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this->dyna.bgId = 0;
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func_8001D234(this, thisx->params);
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break;
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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thisx->textId = (this->textId & 0xFF) | 0x300;
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// clang-format off
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thisx->flags |= 0x1 | 0x8; thisx->unk_4C = 500.0f;
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// clang-format on
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this->unk_178 = 45.0f;
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func_8001D234(this, thisx->params);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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thisx->unk_1F = 0;
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break;
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case A_OBJ_KNOB:
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thisx->gravity = -1.5f;
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func_8001D480(this, thisx->params);
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break;
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default:
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thisx->gravity = -2.0f;
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func_8001D234(this, thisx->params);
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break;
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}
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if (thisx->params < 5) {
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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}
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if (this->dyna.bgId != BGACTOR_NEG_ONE) {
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CollisionHeader_GetVirtual(D_8011546C[this->dyna.bgId], &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
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}
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}
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void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnAObj* this = THIS;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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switch (this->dyna.actor.params) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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}
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void func_8001D204(EnAObj* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->dyna.actor, globalCtx)) {
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func_8001D234(this, this->dyna.actor.params);
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}
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}
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void func_8001D234(EnAObj* this, s16 params) {
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EnAObj_SetupAction(this, func_8001D25C);
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}
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void func_8001D25C(EnAObj* this, GlobalContext* globalCtx) {
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s16 var;
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if (this->dyna.actor.textId != 0) {
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var = this->dyna.actor.yawTowardsLink - this->dyna.actor.shape.rot.y;
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if ((ABS(var) < 0x2800) || ((this->dyna.actor.params == 0xA) && (ABS(var) > 0x5800))) {
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if (func_8002F194(&this->dyna.actor, globalCtx)) {
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EnAObj_SetupAction(this, func_8001D204);
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} else {
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func_8002F2F4(&this->dyna.actor, globalCtx);
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}
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}
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}
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}
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void func_8001D310(EnAObj* this, s16 params) {
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this->unk_16E = 0;
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this->unk_168 = 10;
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this->dyna.actor.posRot.rot.y = 0;
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this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
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EnAObj_SetupAction(this, func_8001D360);
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}
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void func_8001D360(EnAObj* this, GlobalContext* globalCtx) {
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if (this->unk_16E == 0) {
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if (this->dyna.unk_160 != 0) {
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this->unk_16E++;
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this->unk_170 = 20;
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if ((s16)(this->dyna.actor.yawTowardsLink + 0x4000) < 0) {
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this->unk_174 = -1000;
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} else {
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this->unk_174 = 1000;
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}
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if (this->dyna.actor.yawTowardsLink < 0) {
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this->unk_172 = -this->unk_174;
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} else {
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this->unk_172 = this->unk_174;
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}
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}
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} else {
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if (this->unk_168 != 0) {
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this->unk_168--;
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} else {
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this->dyna.actor.shape.rot.y += this->unk_172;
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this->dyna.actor.shape.rot.x += this->unk_174;
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this->unk_170--;
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this->dyna.actor.gravity = -1.0f;
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if (this->unk_170 == 0) {
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this->dyna.actor.posRot.pos = this->dyna.actor.initPosRot.pos;
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this->unk_16E = 0;
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this->unk_168 = 10;
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this->dyna.actor.velocity.y = 0.0f;
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this->dyna.actor.gravity = 0.0f;
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this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
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}
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}
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}
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}
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void func_8001D480(EnAObj* this, s16 params) {
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EnAObj_SetupAction(this, func_8001D4A8);
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}
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void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1);
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this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1);
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if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 0x8)) {
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if (1) { // Necessary to match
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this->dyna.actor.posRot.rot.y =
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((this->dyna.actor.wallPolyRot - this->dyna.actor.posRot.rot.y) + this->dyna.actor.wallPolyRot) -
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0x8000;
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}
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this->dyna.actor.bgCheckFlags &= ~0x8;
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}
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if (this->dyna.actor.bgCheckFlags & 0x2) {
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if (this->dyna.actor.velocity.y < -8.0f) {
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this->dyna.actor.velocity.y *= -0.6f;
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this->dyna.actor.speedXZ *= 0.6f;
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this->dyna.actor.bgCheckFlags &= ~0x3;
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} else {
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Actor_Kill(&this->dyna.actor);
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}
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}
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}
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void func_8001D5C8(EnAObj* this, s16 params) {
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this->dyna.actor.uncullZoneDownward = 1200.0f;
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this->dyna.actor.uncullZoneScale = 720.0f;
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EnAObj_SetupAction(this, func_8001D608);
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}
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void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
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this->dyna.actor.speedXZ += this->dyna.unk_150;
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this->dyna.actor.posRot.rot.y = this->dyna.unk_158;
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this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (this->dyna.actor.speedXZ != 0.0f) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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}
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this->dyna.unk_154 = 0.0f;
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this->dyna.unk_150 = 0.0f;
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}
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void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnAObj* this = THIS;
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this->actionFunc(this, globalCtx);
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Actor_MoveForward(&this->dyna.actor);
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if (this->dyna.actor.gravity != 0.0f) {
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if (this->dyna.actor.params != A_OBJ_KNOB) {
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func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 40.0f, 0.0f, 0x1D);
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} else {
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func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
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}
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}
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this->dyna.actor.posRot2.pos = this->dyna.actor.posRot.pos;
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this->dyna.actor.posRot2.pos.y += this->unk_178;
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switch (this->dyna.actor.params) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 type = thisx->params;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 701);
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func_80093D18(globalCtx->state.gfxCtx);
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if (type > A_OBJ_KNOB) {
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type = A_OBJ_KNOB;
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}
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if (thisx->params == A_OBJ_KNOB) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50);
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}
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 712),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, D_80115484[type]);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 715);
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}
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