`EnIshi` documentation pass, and `gameplay_field_keep` assets labeled (#1794)

* Ishi: some docs

* Ishi: more docs

* Ishi: more docs

* Ishi: field_keep assets labeled

* Ishi: format

* Ishi: minor docs/fixes

* Ishi: requested changes

* Spawn and Dust Funcs

* Ishi: only us version

* Ishi/Bombiwa: more requested changes

* Ishi: format

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Ishi: back to matching

* Ishi: a value got inverted somehow

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Isghj 2025-02-21 16:31:45 -08:00 committed by GitHub
parent 4780abbfd8
commit 6f626d9186
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GPG Key ID: B5690EEEBB952194
7 changed files with 414 additions and 346 deletions

View File

@ -32,12 +32,12 @@
<Texture Name="gameplay_field_keep_Tex_004400" OutName="tex_004400" Format="rgba16" Width="16" Height="16" Offset="0x4400" />
<Texture Name="gameplay_field_keep_Tex_004600" OutName="tex_004600" Format="rgba16" Width="16" Height="16" Offset="0x4600" />
<Texture Name="gFieldWoodDoorTex" OutName="wood_door" Format="i4" Width="64" Height="128" Offset="0x4800" />
<Texture Name="gameplay_field_keep_TLUT_005800" OutName="tlut_005800" Format="rgba16" Width="4" Height="4" Offset="0x5800" />
<Texture Name="gameplay_field_keep_Tex_005828" OutName="tex_005828" Format="ci4" Width="64" Height="64" Offset="0x5828" />
<DList Name="gameplay_field_keep_DL_0061E8" Offset="0x61E8" /> <!-- Original name is "obj_ginbure_model" -->
<DList Name="gameplay_field_keep_DL_006420" Offset="0x6420" /> <!-- Original name is "obj_ginbure_h_model" -->
<DList Name="gameplay_field_keep_DL_0066B0" Offset="0x66B0" /> <!-- Original name is "obj_isi01_model" -->
<DList Name="gameplay_field_keep_DL_006760" Offset="0x6760" /> <!-- Original name is "obj_isi01_xlu_model" -->
<Texture Name="gFieldSilverBoulderTLUT" OutName="silver_boulder_tlut" Format="rgba16" Width="4" Height="4" Offset="0x5800" />
<Texture Name="gFieldSilverBoulderTex" OutName="silver_boulder" Format="ci4" Width="64" Height="64" Offset="0x5828" />
<DList Name="gFieldSilverBoulderDL" Offset="0x61E8" /> <!-- Original name is "obj_ginbure_model" -->
<DList Name="gFieldSilverBoulderDebrisDL" Offset="0x6420" /> <!-- Original name is "obj_ginbure_h_model" -->
<DList Name="gFieldSmallRockOpaDL" Offset="0x66B0" /> <!-- Original name is "obj_isi01_model" -->
<DList Name="gFieldSmallRockXluDL" Offset="0x6760" /> <!-- Original name is "obj_isi01_xlu_model" -->
<Texture Name="gameplay_field_keep_Tex_006810" OutName="tex_006810" Format="rgba16" Width="32" Height="32" Offset="0x6810" />
<Texture Name="gameplay_field_keep_Tex_007010" OutName="tex_007010" Format="rgba16" Width="32" Height="32" Offset="0x7010" />

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@ -18,30 +18,29 @@ void EnIshi_Init(Actor* thisx, PlayState* play);
void EnIshi_Destroy(Actor* thisx, PlayState* play2);
void EnIshi_Update(Actor* thisx, PlayState* play);
void func_8095D804(Actor* thisx, PlayState* play);
void func_8095DABC(Actor* thisx, PlayState* play);
void func_8095DDA8(EnIshi* this, PlayState* play);
void func_8095DE9C(EnIshi* this, PlayState* play);
void func_8095E5AC(EnIshi* this);
void func_8095E5C0(EnIshi* this, PlayState* play);
void func_8095E64C(EnIshi* this);
void func_8095E660(EnIshi* this, PlayState* play);
void func_8095E934(EnIshi* this);
void func_8095E95C(EnIshi* this, PlayState* play);
void func_8095EA70(EnIshi* this);
void func_8095EBDC(EnIshi* this, PlayState* play);
void func_8095F060(EnIshi* this);
void func_8095F0A4(EnIshi* this, PlayState* play);
void func_8095F180(EnIshi* this);
void func_8095F194(EnIshi* this, PlayState* play);
void func_8095F210(EnIshi* this, PlayState* play);
void func_8095F36C(EnIshi* this, PlayState* play);
void func_8095F61C(Actor* thisx, PlayState* play);
void func_8095F654(Actor* thisx, PlayState* play);
void EnIshi_SpawnDebrisSmallRock(Actor* thisx, PlayState* play);
void EnIshi_SpawnDebrisBoulder(Actor* thisx, PlayState* play);
void EnIshi_SpawnDustSmallRock(Actor* thisx, PlayState* play);
void EnIshi_SpawnDustBoulder(Actor* thisx, PlayState* play);
void EnIshi_SetupWaitForObject(EnIshi* this);
void EnIshi_WaitForObject(EnIshi* this, PlayState* play);
void EnIshi_SetupIdle(EnIshi* this);
void EnIshi_Idle(EnIshi* this, PlayState* play);
void EnIshi_SetupHeldByPlayer(EnIshi* this);
void EnIshi_HeldByPlayer(EnIshi* this, PlayState* play);
void EnIshi_SetupThrown(EnIshi* this);
void EnIshi_Thrown(EnIshi* this, PlayState* play);
void EnIshi_SetupCutsceneExplode(EnIshi* this);
void EnIshi_CutsceneExplode(EnIshi* this, PlayState* play);
void EnIshi_SetupKill(EnIshi* this);
void EnIshi_Kill(EnIshi* this, PlayState* play);
void EnIshi_DrawGameplayKeepSmallRock(EnIshi* this, PlayState* play);
void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play);
void EnIshi_DrawGameplayKeepObject(Actor* thisx, PlayState* play);
void EnIshi_DrawIshiObject(Actor* thisx, PlayState* play);
static s16 D_8095F690 = 0;
static s16 D_8095F694 = 0;
static s16 sIshiThrownXRotationVel = 0;
static s16 sIshiThrownYRotationVel = 0;
ActorProfile En_Ishi_Profile = {
/**/ ACTOR_EN_ISHI,
@ -55,19 +54,22 @@ ActorProfile En_Ishi_Profile = {
/**/ NULL,
};
static f32 D_8095F6B8[] = { 0.1f, 0.4f };
static f32 sIshiSizes[] = { 0.1f, 0.4f };
static f32 D_8095F6C0[] = { 58.0f, 80.0f };
static f32 sIshiShapeYOffsets[] = { 58.0f, 80.0f };
static f32 D_8095F6C8[] = { 0.0f, 0.005f };
static f32 sIshiVelocities[] = { 0.0f, 0.005f };
static u16 D_8095F6D0[] = { NA_SE_EV_ROCK_BROKEN, NA_SE_EV_WALL_BROKEN };
static u16 sCutsceneSfxId[] = { NA_SE_EV_ROCK_BROKEN, NA_SE_EV_WALL_BROKEN };
static u8 D_8095F6D4[] = { 25, 40 };
static u8 sCutsceneSfxDuration[] = { 25, 40 };
static EnIshiUnkFunc2 D_8095F6D8[] = { func_8095D804, func_8095DABC };
static EnIshiSpawnFunc sIshiSpawnDebrisFuncs[] = { EnIshi_SpawnDebrisSmallRock, EnIshi_SpawnDebrisBoulder };
static EnIshiUnkFunc D_8095F6E0[] = { func_8095DDA8, func_8095DE9C };
static EnIshiSpawnFunc sIshiSpawnDustFuncs[] = {
EnIshi_SpawnDustSmallRock,
EnIshi_SpawnDustBoulder,
};
static s16 sObjectIds[] = { GAMEPLAY_FIELD_KEEP, OBJECT_ISHI };
@ -114,13 +116,16 @@ static ColliderCylinderInit sCylinderInit[] = {
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
static s16 D_8095F74C[] = { 16, 13, 11, 9, 7, 5 };
static s16 sIshiSmallRockDebrisScales[] = { 16, 13, 11, 9, 7, 5 };
static s16 D_8095F758[] = { 145, 135, 120, 100, 70, 50, 45, 40, 35 };
static s16 sIshiBoulderDebrisScales[] = { 145, 135, 120, 100, 70, 50, 45, 40, 35 };
static s16 D_8095F76C[] = { -1, 1, 2, 20, 8, 0 };
static s16 sIshiItemDrops[] = {
ITEM00_NO_DROP, ITEM00_RUPEE_BLUE, ITEM00_RUPEE_RED, ITEM00_RUPEE_PURPLE, ITEM00_ARROWS_30, ITEM00_RUPEE_GREEN,
};
static Vec3f D_8095F778 = { 0.0f, 1.0f, 0.0f };
// used for spawning the collectable item drops
static Vec3f sUnitVecY = { 0.0f, 1.0f, 0.0f };
static InitChainEntry sInitChain[][5] = {
{
@ -139,215 +144,239 @@ static InitChainEntry sInitChain[][5] = {
},
};
static u16 D_8095F7AC[] = { NA_SE_PL_PULL_UP_ROCK, NA_SE_PL_PULL_UP_BIGROCK };
static u16 sIshiPullRockSfx[] = { NA_SE_PL_PULL_UP_ROCK, NA_SE_PL_PULL_UP_BIGROCK };
static EnIshiUnkFunc D_8095F7B0[] = { func_8095F210, func_8095F36C };
static EnIshiDrawFunc sIshiGameplayKeepObjectDrawFuncs[] = {
EnIshi_DrawGameplayKeepSmallRock,
EnIshi_DrawGameplayKeepBoulder,
};
void func_8095D6E0(Actor* thisx, PlayState* play) {
void EnIshi_InitCollider(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit[ENISHI_GET_1(&this->actor)]);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit[ENISHI_GET_SIZE_FLAG(&this->actor)]);
Collider_UpdateCylinder(&this->actor, &this->collider);
}
s32 func_8095D758(EnIshi* this, PlayState* play, f32 arg2) {
Vec3f sp24;
// Return true/false if the rock is able to snap to the floor and is above BGCHECK_Y_MIN.
s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 yOffset) {
Vec3f pos;
s32 bgId;
sp24.x = this->actor.world.pos.x;
sp24.y = this->actor.world.pos.y + 30.0f;
sp24.z = this->actor.world.pos.z;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 30.0f;
pos.z = this->actor.world.pos.z;
this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &sp24);
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
if (this->actor.floorHeight > BGCHECK_Y_MIN) {
this->actor.world.pos.y = this->actor.floorHeight + arg2;
this->actor.world.pos.y = this->actor.floorHeight + yOffset;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true;
} else {
return false;
}
return false;
}
void func_8095D804(Actor* thisx, PlayState* play) {
void EnIshi_SpawnDebrisSmallRock(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx;
s32 i;
s16 objectId;
Gfx* phi_s4;
Vec3f spC4;
Vec3f spB8;
Gfx* debrisModel;
Vec3f velocity;
Vec3f pos;
if (!ENISHI_GET_8(&this->actor)) {
phi_s4 = gameplay_field_keep_DL_0066B0;
if (!ENISHI_GET_USE_OBJECT(&this->actor)) {
debrisModel = gFieldSmallRockOpaDL; // same dl in gameplay keep
} else {
phi_s4 = gSmallRockDL;
debrisModel = gSmallRockDL;
}
objectId = sObjectIds[ENISHI_GET_8(&this->actor)];
objectId = sObjectIds[ENISHI_GET_USE_OBJECT(&this->actor)];
for (i = 0; i < ARRAY_COUNT(D_8095F74C); i++) {
spB8.x = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.x;
spB8.y = (Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y + 5.0f;
spB8.z = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.z;
Math_Vec3f_Copy(&spC4, &this->actor.velocity);
for (i = 0; i < ARRAY_COUNT(sIshiSmallRockDebrisScales); i++) {
pos.x = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.x;
pos.y = (Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y + 5.0f;
pos.z = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.z;
Math_Vec3f_Copy(&velocity, &this->actor.velocity);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
spC4.x *= 0.6f;
spC4.y *= -0.3f;
spC4.z *= 0.6f;
velocity.x *= 0.6f;
velocity.y *= -0.3f;
velocity.z *= 0.6f;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
spC4.x *= -0.5f;
spC4.y *= 0.5f;
spC4.z *= -0.5f;
velocity.x *= -0.5f;
velocity.y *= 0.5f;
velocity.z *= -0.5f;
}
spC4.x += (Rand_ZeroOne() - 0.5f) * 11.0f;
spC4.y += (Rand_ZeroOne() * 7.0f) + 6.0f;
spC4.z += (Rand_ZeroOne() - 0.5f) * 11.0f;
velocity.x += (Rand_ZeroOne() - 0.5f) * 11.0f;
velocity.y += (Rand_ZeroOne() * 7.0f) + 6.0f;
velocity.z += (Rand_ZeroOne() - 0.5f) * 11.0f;
EffectSsKakera_Spawn(play, &spB8, &spC4, &spB8, -420, ((s32)Rand_Next() > 0) ? 65 : 33, 30, 5, 0, D_8095F74C[i],
3, 10, 40, -1, objectId, phi_s4);
// -420: gravity
// 40:life
EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -420, ((s32)Rand_Next() > 0) ? 65 : 33, 30, 5, 0,
sIshiSmallRockDebrisScales[i], 3, 10, 40, -1, objectId, debrisModel);
}
}
void func_8095DABC(Actor* thisx, PlayState* play) {
// Spawn fragments after the boulder breaks apart.
void EnIshi_SpawnDebrisBoulder(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx;
Vec3f spD8;
Vec3f spCC;
f32 temp_f20;
s16 temp_s1 = 0x1000;
Vec3f velocity;
Vec3f pos;
f32 randMagnitude;
s16 angle = 0x1000;
s32 i;
s16 phi_v0;
s16 phi_v1;
s16 arg5;
s16 gravity;
for (i = 0; i < ARRAY_COUNT(D_8095F758); i++) {
temp_s1 += 0x4E20;
temp_f20 = Rand_ZeroOne() * 10.0f;
for (i = 0; i < ARRAY_COUNT(sIshiBoulderDebrisScales); i++) {
angle += 0x4E20;
randMagnitude = Rand_ZeroOne() * 10.0f;
spCC.x = (Math_SinS(temp_s1) * temp_f20) + this->actor.world.pos.x;
spCC.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
spCC.z = (Math_CosS(temp_s1) * temp_f20) + this->actor.world.pos.z;
pos.x = (Math_SinS(angle) * randMagnitude) + this->actor.world.pos.x;
pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
pos.z = (Math_CosS(angle) * randMagnitude) + this->actor.world.pos.z;
Math_Vec3f_Copy(&spD8, &this->actor.velocity);
Math_Vec3f_Copy(&velocity, &this->actor.velocity);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
spD8.x *= 0.9f;
spD8.y *= -0.8f;
spD8.z *= 0.9f;
velocity.x *= 0.9f;
velocity.y *= -0.8f;
velocity.z *= 0.9f;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
spD8.x *= -0.9f;
spD8.y *= 0.8f;
spD8.z *= -0.9f;
velocity.x *= -0.9f;
velocity.y *= 0.8f;
velocity.z *= -0.9f;
}
temp_f20 = Rand_ZeroOne() * 10.0f;
spD8.x += temp_f20 * Math_SinS(temp_s1);
spD8.y += (Rand_ZeroOne() * 4.0f) + (Rand_ZeroOne() * i * 0.7f);
spD8.z += temp_f20 * Math_CosS(temp_s1);
randMagnitude = Rand_ZeroOne() * 10.0f;
velocity.x += randMagnitude * Math_SinS(angle);
velocity.y += (Rand_ZeroOne() * 4.0f) + (Rand_ZeroOne() * i * 0.7f);
velocity.z += randMagnitude * Math_CosS(angle);
if (i == 0) {
phi_v0 = 41;
phi_v1 = -450;
arg5 = 41;
gravity = -450;
} else if (i < 4) {
phi_v0 = 37;
phi_v1 = -380;
arg5 = 37;
gravity = -380;
} else {
phi_v0 = 69;
phi_v1 = -320;
arg5 = 69;
gravity = -320;
}
EffectSsKakera_Spawn(play, &spCC, &spD8, &this->actor.world.pos, phi_v1, phi_v0, 30, 5, 0, D_8095F758[i], 5, 2,
70, 0, GAMEPLAY_FIELD_KEEP, gameplay_field_keep_DL_006420);
EffectSsKakera_Spawn(play, &pos, &velocity, &this->actor.world.pos, gravity, arg5, 30, 5, 0,
sIshiBoulderDebrisScales[i], 5, 2, 70, 0, GAMEPLAY_FIELD_KEEP,
gFieldSilverBoulderDebrisDL);
}
}
void func_8095DDA8(EnIshi* this, PlayState* play) {
Vec3f sp2C;
void EnIshi_SpawnDustSmallRock(Actor* thisx, PlayState* play) {
Vec3f pos;
Math_Vec3f_Copy(&sp2C, &this->actor.world.pos);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
sp2C.x += 2.0f * this->actor.velocity.x;
sp2C.y -= 2.0f * this->actor.velocity.y;
sp2C.z += 2.0f * this->actor.velocity.z;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
sp2C.x -= 2.0f * this->actor.velocity.x;
sp2C.y += 2.0f * this->actor.velocity.y;
sp2C.z -= 2.0f * this->actor.velocity.z;
Math_Vec3f_Copy(&pos, &thisx->world.pos);
if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
pos.x += 2.0f * thisx->velocity.x;
pos.y -= 2.0f * thisx->velocity.y;
pos.z += 2.0f * thisx->velocity.z;
} else if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
pos.x -= 2.0f * thisx->velocity.x;
pos.y += 2.0f * thisx->velocity.y;
pos.z -= 2.0f * thisx->velocity.z;
}
func_800BBFB0(play, &sp2C, 60.0f, 3, 80, 60, 1);
// 60: distance from center
// 3: count of particle
// 80: scale multiplier
// 60: scale scale step,
func_800BBFB0(play, &pos, 60.0f, 3, 80, 60, true);
}
void func_8095DE9C(EnIshi* this, PlayState* play) {
Vec3f sp2C;
void EnIshi_SpawnDustBoulder(Actor* thisx, PlayState* play) {
Vec3f pos;
Math_Vec3f_Copy(&sp2C, &this->actor.world.pos);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
sp2C.x += 2.0f * this->actor.velocity.x;
sp2C.y -= 2.0f * this->actor.velocity.y;
sp2C.z += 2.0f * this->actor.velocity.z;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
sp2C.x -= 2.0f * this->actor.velocity.x;
sp2C.y += 2.0f * this->actor.velocity.y;
sp2C.z -= 2.0f * this->actor.velocity.z;
Math_Vec3f_Copy(&pos, &thisx->world.pos);
if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
pos.x += 2.0f * thisx->velocity.x;
pos.y -= 2.0f * thisx->velocity.y;
pos.z += 2.0f * thisx->velocity.z;
} else if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
pos.x -= 2.0f * thisx->velocity.x;
pos.y += 2.0f * thisx->velocity.y;
pos.z -= 2.0f * thisx->velocity.z;
}
func_800BBFB0(play, &sp2C, 140.0f, 10, 180, 90, 1);
// 140: distance from center
// 10: count of particle
// 180: scale multiplier
// 90: scale scale step,
func_800BBFB0(play, &pos, 140.0f, 10, 180, 90, true);
}
void func_8095DF90(EnIshi* this, PlayState* play) {
if (!ENISHI_GET_1(&this->actor) && !ENISHI_GET_100(&this->actor)) {
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, ENISHI_GET_F0(&this->actor) * 0x10);
void EnIshi_DropItem(EnIshi* this, PlayState* play) {
if ((ENISHI_GET_SIZE_FLAG(&this->actor) == ISHI_SIZE_SMALL_ROCK) &&
!ENISHI_GET_IGNORE_DROP_TABLE_FLAG(&this->actor)) {
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, ENISHI_GET_DROP_TABLE(&this->actor) * 0x10);
}
}
void func_8095DFF0(EnIshi* this, PlayState* play) {
void EnIshi_DropCollectable(EnIshi* this, PlayState* play) {
s32 pad;
s32 temp = D_8095F76C[ENISHI_GET_70(&this->actor)];
Actor* sp3C;
s32 collectableItem00Id = sIshiItemDrops[ENISHI_GET_COLLECTABLE_ID(&this->actor)];
Actor* item;
Vec3f sp30;
f32 sp2C;
f32 temp_f2;
f32 cosResult;
f32 verticalVelMagnitude;
s16 temp_v1_2;
if (temp >= 0) {
sp3C = Item_DropCollectible(play, &this->actor.world.pos, temp | (ENISHI_GET_FLAG(&this->actor) << 8));
if (sp3C != NULL) {
if (collectableItem00Id >= ITEM00_RUPEE_GREEN) { // not ITEM00_NO_DROP, the 0 index of the list
item = Item_DropCollectible(play, &this->actor.world.pos,
collectableItem00Id | (ENISHI_GET_COLLECTABLE_FLAG(&this->actor) << 8));
if (item != NULL) {
// random direction/rotation calculations?
// none of the other Item_DropCollectible rotation changes are similar enough
// kinda looks like ObjSwitch_IsEyeSwitchHit code
Matrix_Push();
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_NEW);
Matrix_RotateXS(this->actor.shape.rot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_MultVecY(1.0f, &sp30);
sp2C = Math3D_Cos(&sp30, &D_8095F778);
if (sp2C < 0.707f) {
temp_v1_2 = Math_Atan2S_XY(sp30.z, sp30.x) - sp3C->world.rot.y;
cosResult = Math3D_Cos(&sp30, &sUnitVecY);
if (cosResult < 0.707f) {
temp_v1_2 = Math_Atan2S_XY(sp30.z, sp30.x) - item->world.rot.y;
if (ABS_ALT(temp_v1_2) > 0x4000) {
sp3C->world.rot.y = BINANG_ROT180(sp3C->world.rot.y);
item->world.rot.y = BINANG_ROT180(item->world.rot.y);
}
temp_f2 = sp2C + 0.5f;
if (temp_f2 < 0.5f) {
temp_f2 = 0.5f;
verticalVelMagnitude = cosResult + 0.5f;
if (verticalVelMagnitude < 0.5f) {
verticalVelMagnitude = 0.5f;
}
sp3C->velocity.y *= temp_f2;
item->velocity.y *= verticalVelMagnitude;
}
Matrix_Pop();
}
}
}
void func_8095E14C(EnIshi* this) {
void EnIshi_ApplyGravity(EnIshi* this) {
this->actor.velocity.y += this->actor.gravity;
if (this->actor.velocity.y < this->actor.terminalVelocity) {
this->actor.velocity.y = this->actor.terminalVelocity;
}
}
void func_8095E180(Vec3f* arg0, f32 arg1) {
arg1 += ((Rand_ZeroOne() * 0.2f) - 0.1f) * arg1;
void EnIshi_SetVelocity(Vec3f* velocity, f32 scale) {
scale += ((Rand_ZeroOne() * 0.2f) - 0.1f) * scale;
arg0->x -= arg0->x * arg1;
arg0->y -= arg0->y * arg1;
arg0->z -= arg0->z * arg1;
velocity->x -= velocity->x * scale;
velocity->y -= velocity->y * scale;
velocity->z -= velocity->z * scale;
}
void func_8095E204(EnIshi* this, PlayState* play) {
void EnIshi_SpawnBugs(EnIshi* this, PlayState* play) {
s32 i;
for (i = 0; i < 3; i++) {
@ -370,41 +399,42 @@ s32 EnIshi_IsUnderwater(EnIshi* this, PlayState* play) {
&waterBox, &bgId) &&
(this->actor.world.pos.y < waterSurface)) {
return true;
} else {
return false;
}
return false;
}
void EnIshi_Init(Actor* thisx, PlayState* play) {
s32 pad;
EnIshi* this = (EnIshi*)thisx;
s32 sp34 = ENISHI_GET_1(&this->actor);
s32 sp30 = ENISHI_GET_4(&this->actor);
s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s32 ignoreSnapToFloor = ENISHI_GET_LEVITATE_FLAG(&this->actor);
if ((sp34 == 0) && (sp30 != 0)) {
this->unk_197 |= 2;
if ((rockSize == ISHI_SIZE_SMALL_ROCK) && ignoreSnapToFloor) {
this->flags |= ISHI_FLAG_CUTSCENE_ROCK;
}
Actor_ProcessInitChain(&this->actor, sInitChain[sp34]);
Actor_ProcessInitChain(&this->actor, sInitChain[rockSize]);
if (play->csCtx.state != CS_STATE_IDLE) {
this->actor.cullingVolumeDistance += 1000.0f;
}
if ((this->actor.shape.rot.y == 0) && !(this->unk_197 & 2)) {
if ((this->actor.shape.rot.y == ISHI_RANDOM_ROTATION_FLAG) && !(this->flags & ISHI_FLAG_CUTSCENE_ROCK)) {
this->actor.shape.rot.y = this->actor.world.rot.y = Rand_Next() >> 0x10;
}
Actor_SetScale(&this->actor, D_8095F6B8[sp34]);
func_8095D6E0(&this->actor, play);
Actor_SetScale(&this->actor, sIshiSizes[rockSize]);
EnIshi_InitCollider(&this->actor, play);
if ((sp34 == 1) && Flags_GetSwitch(play, ENISHI_GET_FLAG(&this->actor))) {
if ((rockSize == ISHI_SIZE_SILVER_BOULDER) && Flags_GetSwitch(play, ENISHI_GET_SWITCH_FLAG(&this->actor))) {
Actor_Kill(&this->actor);
return;
}
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
if (sp34 == 1) {
if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.shape.shadowScale = 2.3f;
} else {
@ -412,24 +442,24 @@ void EnIshi_Init(Actor* thisx, PlayState* play) {
this->actor.shape.shadowAlpha = 160;
}
this->actor.shape.yOffset = D_8095F6C0[sp34];
this->actor.shape.yOffset = sIshiShapeYOffsets[rockSize];
if ((sp30 == 0) && !func_8095D758(this, play, 0)) {
if (!ignoreSnapToFloor && !EnIshi_SnapToFloor(this, play, 0)) {
Actor_Kill(&this->actor);
return;
}
if (EnIshi_IsUnderwater(this, play)) {
this->unk_197 |= 1;
this->flags |= ISHI_FLAG_UNDERWATER;
}
this->objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[ENISHI_GET_8(&this->actor)]);
this->objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[ENISHI_GET_USE_OBJECT(&this->actor)]);
if (this->objectSlot <= OBJECT_SLOT_NONE) {
Actor_Kill(&this->actor);
return;
}
func_8095E5AC(this);
EnIshi_SetupWaitForObject(this);
}
void EnIshi_Destroy(Actor* thisx, PlayState* play2) {
@ -439,70 +469,72 @@ void EnIshi_Destroy(Actor* thisx, PlayState* play2) {
Collider_DestroyCylinder(play, &this->collider);
}
void func_8095E5AC(EnIshi* this) {
this->actionFunc = func_8095E5C0;
void EnIshi_SetupWaitForObject(EnIshi* this) {
this->actionFunc = EnIshi_WaitForObject;
}
void func_8095E5C0(EnIshi* this, PlayState* play) {
void EnIshi_WaitForObject(EnIshi* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objectSlot)) {
this->actor.objectSlot = this->objectSlot;
this->actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (!ENISHI_GET_8(&this->actor)) {
this->actor.draw = func_8095F61C;
if (!ENISHI_GET_USE_OBJECT(&this->actor)) {
this->actor.draw = EnIshi_DrawGameplayKeepObject;
} else {
this->actor.draw = func_8095F654;
this->actor.draw = EnIshi_DrawIshiObject;
}
func_8095E64C(this);
EnIshi_SetupIdle(this);
}
}
void func_8095E64C(EnIshi* this) {
this->actionFunc = func_8095E660;
void EnIshi_SetupIdle(EnIshi* this) {
this->actionFunc = EnIshi_Idle;
}
void func_8095E660(EnIshi* this, PlayState* play) {
void EnIshi_Idle(EnIshi* this, PlayState* play) {
s32 pad;
s32 sp38 = ENISHI_GET_1(&this->actor);
s32 sp34 = (this->collider.base.acFlags & AC_HIT) != 0;
s32 sp30 = this->unk_197 & 2;
s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s32 colliderACHit = (this->collider.base.acFlags & AC_HIT) != 0;
s32 cutsceneRock = this->flags & ISHI_FLAG_CUTSCENE_ROCK;
if (sp34) {
if (colliderACHit) {
this->collider.base.acFlags &= ~AC_HIT;
}
if (Actor_HasParent(&this->actor, play)) {
func_8095E934(this);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, D_8095F7AC[sp38]);
if (ENISHI_GET_2(&this->actor)) {
func_8095E204(this, play);
if (Actor_HasParent(&this->actor, play)) { // has been picked up by player
EnIshi_SetupHeldByPlayer(this);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, sIshiPullRockSfx[rockSize]);
if (ENISHI_GET_SPAWN_BUGS_FLAG(&this->actor)) {
EnIshi_SpawnBugs(this, play);
}
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
return;
}
if (sp34 && (sp38 == 0) && (this->collider.elem.acHitElem->atDmgInfo.dmgFlags & 0x508)) {
if (sp30 != 0) {
func_8095DFF0(this, play);
func_8095F060(this);
if (colliderACHit && (rockSize == ISHI_SIZE_SMALL_ROCK) &&
(this->collider.elem.acHitElem->atDmgInfo.dmgFlags & 0x508)) {
if (cutsceneRock) {
EnIshi_DropCollectable(this, play);
EnIshi_SetupCutsceneExplode(this);
return;
}
func_8095DF90(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp38], D_8095F6D0[sp38]);
D_8095F6D8[sp38](&this->actor, play);
D_8095F6E0[sp38](this, play);
EnIshi_DropItem(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
sCutsceneSfxId[rockSize]);
sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
Actor_Kill(&this->actor);
return;
}
if (sp34) {
this->unk_195 = 5;
if (colliderACHit) {
this->hitTimer = 5;
}
if ((this->actor.xzDistToPlayer < 600.0f) || (sp30 != 0)) {
if (this->unk_195 > 0) {
this->unk_195--;
if (this->unk_195 == 0) {
this->collider.base.colMaterial = sCylinderInit[sp38].base.colMaterial;
if ((this->actor.xzDistToPlayer < 600.0f) || cutsceneRock) {
if (this->hitTimer > 0) {
this->hitTimer--;
if (this->hitTimer == 0) {
this->collider.base.colMaterial = sCylinderInit[rockSize].base.colMaterial;
} else {
this->collider.base.colMaterial = COL_MATERIAL_NONE;
}
@ -511,8 +543,10 @@ void func_8095E660(EnIshi* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if ((this->actor.xzDistToPlayer < 90.0f) && (sp30 == 0)) {
if (sp38 == 1) {
// pick up mechanic
if ((this->actor.xzDistToPlayer < 90.0f) && !cutsceneRock) {
if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
// Silver can only be picked up by goron form
Actor_OfferGetItem(&this->actor, play, GI_NONE, 80.0f, 20.0f);
} else {
Actor_OfferGetItem(&this->actor, play, GI_NONE, 50.0f, 10.0f);
@ -521,82 +555,88 @@ void func_8095E660(EnIshi* this, PlayState* play) {
}
}
void func_8095E934(EnIshi* this) {
this->actionFunc = func_8095E95C;
void EnIshi_SetupHeldByPlayer(EnIshi* this) {
this->actionFunc = EnIshi_HeldByPlayer;
this->actor.room = -1;
// huh? is there someplace in the game where the camera can gain enough distance
// where the player is in camera view, in the distance, far enough to make it cull?
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
}
void func_8095E95C(EnIshi* this, PlayState* play) {
void EnIshi_HeldByPlayer(EnIshi* this, PlayState* play) {
s32 pad;
Vec3f sp30;
Vec3f pos;
s32 bgId;
if (Actor_HasNoParent(&this->actor, play)) {
if (Actor_HasNoParent(&this->actor, play)) { // player has tossed us
this->actor.room = play->roomCtx.curRoom.num;
if (ENISHI_GET_1(&this->actor) == 1) {
Flags_SetSwitch(play, ENISHI_GET_FLAG(&this->actor));
if (ENISHI_GET_SIZE_FLAG(&this->actor) == ISHI_SIZE_SILVER_BOULDER) {
Flags_SetSwitch(play, ENISHI_GET_SWITCH_FLAG(&this->actor));
}
func_8095EA70(this);
func_8095E14C(this);
func_8095E180(&this->actor.velocity, D_8095F6C8[ENISHI_GET_1(&this->actor)]);
EnIshi_SetupThrown(this);
EnIshi_ApplyGravity(this);
EnIshi_SetVelocity(&this->actor.velocity, sIshiVelocities[ENISHI_GET_SIZE_FLAG(&this->actor)]);
Actor_UpdatePos(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 |
UPDBGCHECKINFO_FLAG_80);
} else {
sp30.x = this->actor.world.pos.x;
sp30.y = this->actor.world.pos.y + 20.0f;
sp30.z = this->actor.world.pos.z;
} else { // still being held, follow player
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
// why does it track floor height? it uses bgcollision to detect floor hit in Thrown
this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &sp30);
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
}
}
void func_8095EA70(EnIshi* this) {
f32 sp24;
void EnIshi_SetupThrown(EnIshi* this) {
f32 randomStart;
this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speed;
this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speed;
if (!ENISHI_GET_1(&this->actor)) {
sp24 = Rand_ZeroOne() - 0.9f;
D_8095F690 = sp24 * 11000.0f;
D_8095F694 = ((Rand_ZeroOne() - 0.5f) * 3000.0f) * (fabsf(sp24) + 0.1f);
if (!ENISHI_GET_SIZE_FLAG(&this->actor)) {
randomStart = Rand_ZeroOne() - 0.9f;
sIshiThrownXRotationVel = randomStart * 11000.0f;
sIshiThrownYRotationVel = ((Rand_ZeroOne() - 0.5f) * 3000.0f) * (fabsf(randomStart) + 0.1f);
} else {
sp24 = Rand_ZeroOne() - 0.5f;
D_8095F690 = sp24 * 6000.0f;
D_8095F694 = ((Rand_ZeroOne() - 0.5f) * 1200.0f) * (fabsf(sp24) + 0.5f);
randomStart = Rand_ZeroOne() - 0.5f;
sIshiThrownXRotationVel = randomStart * 6000.0f;
sIshiThrownYRotationVel = ((Rand_ZeroOne() - 0.5f) * 1200.0f) * (fabsf(randomStart) + 0.5f);
}
this->actor.colChkInfo.mass = 200;
this->unk_194 = 100;
this->actionFunc = func_8095EBDC;
this->thrownTimer = 100;
this->actionFunc = EnIshi_Thrown;
}
void func_8095EBDC(EnIshi* this, PlayState* play) {
void EnIshi_Thrown(EnIshi* this, PlayState* play) {
s32 pad;
s32 sp70 = ENISHI_GET_1(&this->actor);
s16 temp_s0;
s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s16 pad2;
s32 i;
s16 phi_s0;
Vec3f sp58;
s32 temp_v0 = (this->collider.base.atFlags & AT_HIT) != 0;
s16 spashAngle;
Vec3f pos;
s32 colliderATHit = (this->collider.base.atFlags & AT_HIT) != 0;
if (temp_v0) {
if (colliderATHit) {
this->collider.base.atFlags &= ~AT_HIT;
}
this->unk_194--;
this->thrownTimer--;
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || temp_v0 || (this->unk_194 <= 0)) {
func_8095DF90(this, play);
D_8095F6D8[sp70](&this->actor, play);
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || colliderATHit ||
(this->thrownTimer <= 0)) {
EnIshi_DropItem(this, play);
sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp70], D_8095F6D0[sp70]);
D_8095F6E0[sp70](this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
sCutsceneSfxId[rockSize]);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
}
if (sp70 == 1) {
if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
s16 quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 17232);
@ -611,24 +651,24 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
if (sp70 == 0) {
sp58.x = this->actor.world.pos.x;
sp58.y = this->actor.world.pos.y + this->actor.depthInWater;
sp58.z = this->actor.world.pos.z;
EffectSsGSplash_Spawn(play, &sp58, NULL, NULL, 0, 350);
EffectSsGRipple_Spawn(play, &sp58, 150, 650, 0);
if (rockSize == ISHI_SIZE_SMALL_ROCK) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + this->actor.depthInWater;
pos.z = this->actor.world.pos.z;
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 350);
EffectSsGRipple_Spawn(play, &pos, 150, 650, 0);
} else {
sp58.y = this->actor.world.pos.y + this->actor.depthInWater;
pos.y = this->actor.world.pos.y + this->actor.depthInWater;
for (phi_s0 = 0, i = 0; i < 11; i++, phi_s0 += 0x1746) {
sp58.x = this->actor.world.pos.x + (Math_SinS((s32)(Rand_ZeroOne() * 2000.0f) + phi_s0) * 50.0f);
sp58.z = this->actor.world.pos.z + (Math_CosS((s32)(Rand_ZeroOne() * 2000.0f) + phi_s0) * 50.0f);
EffectSsGSplash_Spawn(play, &sp58, NULL, NULL, 0, 350);
for (spashAngle = 0, i = 0; i < 11; i++, spashAngle += 0x1746) {
pos.x = this->actor.world.pos.x + (Math_SinS((s32)(Rand_ZeroOne() * 2000.0f) + spashAngle) * 50.0f);
pos.z = this->actor.world.pos.z + (Math_CosS((s32)(Rand_ZeroOne() * 2000.0f) + spashAngle) * 50.0f);
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 350);
}
sp58.x = this->actor.world.pos.x;
sp58.z = this->actor.world.pos.z;
EffectSsGRipple_Spawn(play, &sp58, 500, 900, 4);
pos.x = this->actor.world.pos.x;
pos.z = this->actor.world.pos.z;
EffectSsGRipple_Spawn(play, &pos, 500, 900, 4);
}
this->actor.terminalVelocity = -6.0f;
@ -637,19 +677,19 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
this->actor.velocity.z *= 0.12f;
this->actor.gravity *= 0.5f;
D_8095F690 >>= 2;
D_8095F694 >>= 2;
sIshiThrownXRotationVel >>= 2;
sIshiThrownYRotationVel >>= 2;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L);
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
}
Math_StepToF(&this->actor.shape.yOffset, 0.0f, 2.0f);
func_8095E14C(this);
func_8095E180(&this->actor.velocity, D_8095F6C8[sp70]);
EnIshi_ApplyGravity(this);
EnIshi_SetVelocity(&this->actor.velocity, sIshiVelocities[rockSize]);
Actor_UpdatePos(&this->actor);
this->actor.shape.rot.x += D_8095F690;
this->actor.shape.rot.y += D_8095F694;
this->actor.shape.rot.x += sIshiThrownXRotationVel;
this->actor.shape.rot.y += sIshiThrownYRotationVel;
Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 |
UPDBGCHECKINFO_FLAG_80);
@ -658,33 +698,38 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
void func_8095F060(EnIshi* this) {
// This should trigger cutscenes, but I couldnt get it to trigger in testing
// and this should trigger for all wall rocks in TF
void EnIshi_SetupCutsceneExplode(EnIshi* this) {
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
CutsceneManager_Queue(this->actor.csId);
this->actionFunc = func_8095F0A4;
this->actionFunc = EnIshi_CutsceneExplode;
}
void func_8095F0A4(EnIshi* this, PlayState* play) {
void EnIshi_CutsceneExplode(EnIshi* this, PlayState* play) {
s32 pad;
s32 sp28 = ENISHI_GET_1(&this->actor);
// Weirdly, you shouldnt be able to get here as silver boulder,
// it's explicitly ignored in EnIshi_Idle, the only path here
s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
if (CutsceneManager_IsNext(this->actor.csId)) {
CutsceneManager_StartWithPlayerCs(this->actor.csId, &this->actor);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp28], D_8095F6D0[sp28]);
D_8095F6D8[sp28](&this->actor, play);
D_8095F6E0[sp28](this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
sCutsceneSfxId[rockSize]);
sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
this->actor.draw = NULL;
func_8095F180(this);
EnIshi_SetupKill(this);
} else {
CutsceneManager_Queue(this->actor.csId);
}
}
void func_8095F180(EnIshi* this) {
this->actionFunc = func_8095F194;
void EnIshi_SetupKill(EnIshi* this) {
this->actionFunc = EnIshi_Kill;
}
void func_8095F194(EnIshi* this, PlayState* play) {
void EnIshi_Kill(EnIshi* this, PlayState* play) {
if (this->actor.csId <= CS_ID_NONE) {
Actor_Kill(&this->actor);
} else if (CutsceneManager_GetCurrentCsId() != this->actor.csId) {
@ -698,12 +743,13 @@ void EnIshi_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
}
void func_8095F210(EnIshi* this, PlayState* play) {
void EnIshi_DrawGameplayKeepSmallRock(EnIshi* this, PlayState* play) {
s32 pad;
s32 sp28;
s32 alpha;
if ((this->actor.projectedPos.z <= 1200.0f) || ((this->unk_197 & 1) && (this->actor.projectedPos.z < 1300.0f))) {
Gfx_DrawDListOpa(play, gameplay_field_keep_DL_0066B0);
if ((this->actor.projectedPos.z <= 1200.0f) ||
((this->flags & ISHI_FLAG_UNDERWATER) && (this->actor.projectedPos.z < 1300.0f))) {
Gfx_DrawDListOpa(play, gFieldSmallRockOpaDL);
return;
}
@ -712,41 +758,44 @@ void func_8095F210(EnIshi* this, PlayState* play) {
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
sp28 = (1300.0f - this->actor.projectedPos.z) * 2.55f;
alpha = (1300.0f - this->actor.projectedPos.z) * 2.55f; // lower alpha as the object falls toward the core
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)sp28);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_006760);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)alpha);
gSPDisplayList(POLY_XLU_DISP++, gFieldSmallRockXluDL);
CLOSE_DISPS(play->state.gfxCtx);
}
}
void func_8095F36C(EnIshi* this, PlayState* play) {
void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play) {
s32 pad;
OPEN_DISPS(play->state.gfxCtx);
if ((this->actor.projectedPos.z <= 2150.0f) || ((this->unk_197 & 1) && (this->actor.projectedPos.z < 2250.0f))) {
if ((this->actor.projectedPos.z <= 2150.0f) ||
((this->flags & ISHI_FLAG_UNDERWATER) && (this->actor.projectedPos.z < 2250.0f))) {
this->actor.shape.shadowAlpha = 160;
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0); // empty displaylist
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_field_keep_DL_0061E8);
} else if (this->actor.projectedPos.z < 2250.0f) {
f32 sp20 = (2250.0f - this->actor.projectedPos.z) * 2.55f;
gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
this->actor.shape.shadowAlpha = sp20 * 0.627451f;
} else if (this->actor.projectedPos.z < 2250.0f) { // falling after breaking
f32 alpha = (2250.0f - this->actor.projectedPos.z) * 2.55f;
this->actor.shape.shadowAlpha = alpha * (160.0f / 255.0f);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88); // in z_actor, transparency dl I think
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)sp20);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_0061E8);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)alpha);
gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
} else {
this->actor.shape.shadowAlpha = 0;
}
@ -754,12 +803,12 @@ void func_8095F36C(EnIshi* this, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void func_8095F61C(Actor* thisx, PlayState* play) {
void EnIshi_DrawGameplayKeepObject(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx;
D_8095F7B0[ENISHI_GET_1(&this->actor)](this, play);
sIshiGameplayKeepObjectDrawFuncs[ENISHI_GET_SIZE_FLAG(&this->actor)](this, play);
}
void func_8095F654(Actor* thisx, PlayState* play) {
void EnIshi_DrawIshiObject(Actor* thisx, PlayState* play) {
Gfx_DrawDListOpa(play, gSmallRockDL);
}

View File

@ -6,26 +6,44 @@
struct EnIshi;
typedef void (*EnIshiActionFunc)(struct EnIshi*, PlayState*);
typedef void (*EnIshiUnkFunc)(struct EnIshi*, PlayState*);
typedef void (*EnIshiUnkFunc2)(Actor*, PlayState*);
typedef void (*EnIshiDrawFunc)(struct EnIshi*, PlayState*);
typedef void (*EnIshiSpawnFunc)(Actor*, PlayState*);
#define ENISHI_GET_1(thisx) ((thisx)->params & 1)
#define ENISHI_GET_2(thisx) (((thisx)->params >> 1) & 1)
#define ENISHI_GET_4(thisx) (((thisx)->params >> 2) & 1)
#define ENISHI_GET_8(thisx) (((thisx)->params >> 3) & 1)
#define ENISHI_GET_70(thisx) (((thisx)->params >> 4) & 7)
#define ENISHI_GET_F0(thisx) (((thisx)->params >> 4) & 0xF)
#define ENISHI_GET_100(thisx) (((thisx)->params >> 8) & 1)
#define ENISHI_GET_FLAG(thisx) (((thisx)->params >> 9) & 0x7F)
// silver boulder instead of small rock
#define ENISHI_GET_SIZE_FLAG(thisx) ((thisx)->params & 1)
#define ENISHI_GET_SPAWN_BUGS_FLAG(thisx) (((thisx)->params >> 1) & 1)
// for sitting still on rock/dirt cliffs in TF/Ikana Graveyard
#define ENISHI_GET_LEVITATE_FLAG(thisx) (((thisx)->params >> 2) & 1)
// dual objects: this actor can use field_keep or object_ishi
// the only place its used in the US version is the swamp spiderhouse, which uses dangeon_keep
#define ENISHI_GET_USE_OBJECT(thisx) (((thisx)->params >> 3) & 1)
// index of a collectable item list in .data
#define ENISHI_GET_COLLECTABLE_ID(thisx) (((thisx)->params >> 4) & 7)
#define ENISHI_GET_DROP_TABLE(thisx) (((thisx)->params >> 4) & 0xF)
#define ENISHI_GET_IGNORE_DROP_TABLE_FLAG(thisx) (((thisx)->params >> 8) & 1)
// these two are the same, but are used by different subtypes
#define ENISHI_GET_COLLECTABLE_FLAG(thisx) (((thisx)->params >> 9) & 0x7F)
#define ENISHI_GET_SWITCH_FLAG(thisx) (((thisx)->params >> 9) & 0x7F)
#define ISHI_FLAG_UNDERWATER (1 << 0)
#define ISHI_FLAG_CUTSCENE_ROCK (1 << 1)
typedef enum IshiSize {
/* 0 */ ISHI_SIZE_SMALL_ROCK,
/* 1 */ ISHI_SIZE_SILVER_BOULDER
} IshiSize;
// if yRot is zero, y rotation gets randomized
#define ISHI_RANDOM_ROTATION_FLAG 0
typedef struct EnIshi {
/* 0x000 */ Actor actor;
/* 0x144 */ ColliderCylinder collider;
/* 0x190 */ EnIshiActionFunc actionFunc;
/* 0x194 */ s8 unk_194;
/* 0x195 */ s8 unk_195;
/* 0x194 */ s8 thrownTimer;
/* 0x195 */ s8 hitTimer;
/* 0x196 */ s8 objectSlot;
/* 0x197 */ u8 unk_197;
/* 0x197 */ u8 flags;
} EnIshi; // size = 0x198
#endif // Z_EN_ISHI_H

View File

@ -462,7 +462,7 @@ void func_8093A418(Actor* thisx, PlayState* play) {
sp28 = (2300.0f - this->actor.projectedPos.z) * 2.55f;
this->actor.shape.shadowAlpha = sp28 * (32.0f / 51);
this->actor.shape.shadowAlpha = sp28 * (160.0f / 255.0f);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);

View File

@ -124,7 +124,7 @@ void func_809A10F4(ObjHamishi* this, PlayState* play) {
}
EffectSsKakera_Spawn(play, &spBC, &spC8, &this->actor.world.pos, gravity, phi_v0, 30, 5, 0, D_809A1AD4[i], 3, 0,
70, 1, GAMEPLAY_FIELD_KEEP, gameplay_field_keep_DL_006420);
70, 1, GAMEPLAY_FIELD_KEEP, gFieldSilverBoulderDebrisDL);
}
func_800BBFB0(play, &this->actor.world.pos, 140.0f, 6, 180, 90, 1);
@ -270,7 +270,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_field_keep_DL_0061E8);
gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
} else if (thisx->projectedPos.z < 2250.0f) {
f32 sp20 = (2250.0f - thisx->projectedPos.z) * 2.55f;
@ -280,7 +280,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 170, 130, (s32)sp20);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_0061E8);
gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
} else {
thisx->shape.shadowAlpha = 0;
}

View File

@ -7279,7 +7279,8 @@ void func_808379C0(PlayState* play, Player* this) {
Actor* interactRangeActor = this->interactRangeActor;
PlayerAnimationHeader* anim;
if ((interactRangeActor->id == ACTOR_EN_ISHI) && (ENISHI_GET_1(interactRangeActor) != 0)) {
if ((interactRangeActor->id == ACTOR_EN_ISHI) &&
(ENISHI_GET_SIZE_FLAG(interactRangeActor) != ISHI_SIZE_SMALL_ROCK)) {
Player_SetAction(play, this, Player_Action_38, 0);
anim = &gPlayerAnim_link_silver_carry;
} else if (((interactRangeActor->id == ACTOR_EN_BOMBF) || (interactRangeActor->id == ACTOR_EN_KUSA) ||

View File

@ -7759,37 +7759,37 @@
0x8095CFC8:("EnOwl_Draw",),
0x8095D074:("func_8095D074",),
0x8095D24C:("EnOwl_ChangeMode",),
0x8095D6E0:("func_8095D6E0",),
0x8095D758:("func_8095D758",),
0x8095D804:("func_8095D804",),
0x8095DABC:("func_8095DABC",),
0x8095DDA8:("func_8095DDA8",),
0x8095DE9C:("func_8095DE9C",),
0x8095DF90:("func_8095DF90",),
0x8095DFF0:("func_8095DFF0",),
0x8095E14C:("func_8095E14C",),
0x8095E180:("func_8095E180",),
0x8095E204:("func_8095E204",),
0x8095D6E0:("EnIshi_InitCollider",),
0x8095D758:("EnIshi_SnapToFloor",),
0x8095D804:("EnIshi_SpawnDebrisSmallRock",),
0x8095DABC:("EnIshi_SpawnDebrisBoulder",),
0x8095DDA8:("EnIshi_SpawnDustSmallRock",),
0x8095DE9C:("EnIshi_SpawnDustBoulder",),
0x8095DF90:("EnIshi_DropItem",),
0x8095DFF0:("EnIshi_DropCollectable",),
0x8095E14C:("EnIshi_ApplyGravity",),
0x8095E180:("EnIshi_SetVelocity",),
0x8095E204:("EnIshi_SpawnBugs",),
0x8095E2B0:("EnIshi_IsUnderwater",),
0x8095E328:("EnIshi_Init",),
0x8095E580:("EnIshi_Destroy",),
0x8095E5AC:("func_8095E5AC",),
0x8095E5C0:("func_8095E5C0",),
0x8095E64C:("func_8095E64C",),
0x8095E660:("func_8095E660",),
0x8095E934:("func_8095E934",),
0x8095E95C:("func_8095E95C",),
0x8095EA70:("func_8095EA70",),
0x8095EBDC:("func_8095EBDC",),
0x8095F060:("func_8095F060",),
0x8095F0A4:("func_8095F0A4",),
0x8095F180:("func_8095F180",),
0x8095F194:("func_8095F194",),
0x8095E5AC:("EnIshi_SetupWaitForObject",),
0x8095E5C0:("EnIshi_WaitForObject",),
0x8095E64C:("EnIshi_SetupIdle",),
0x8095E660:("EnIshi_Idle",),
0x8095E934:("EnIshi_SetupHeldByPlayer",),
0x8095E95C:("EnIshi_HeldByPlayer",),
0x8095EA70:("EnIshi_SetupThrown",),
0x8095EBDC:("EnIshi_Thrown",),
0x8095F060:("EnIshi_SetupCutsceneExplode",),
0x8095F0A4:("EnIshi_CutsceneExplode",),
0x8095F180:("EnIshi_SetupKill",),
0x8095F194:("EnIshi_Kill",),
0x8095F1EC:("EnIshi_Update",),
0x8095F210:("func_8095F210",),
0x8095F36C:("func_8095F36C",),
0x8095F61C:("func_8095F61C",),
0x8095F654:("func_8095F654",),
0x8095F210:("EnIshi_DrawIshiObject",),
0x8095F36C:("EnIshi_DrawGameplayKeepBoulder",),
0x8095F61C:("EnIshi_DrawGameplayKeepObject",),
0x8095F654:("EnIshi_DrawIshiObject",),
0x8095FB10:("ObjHana_Init",),
0x8095FB38:("ObjHana_Destroy",),
0x8095FB48:("ObjHana_Update",),