Obj_Hamishi (#762)

This commit is contained in:
Maide 2022-03-29 21:44:07 +01:00 committed by GitHub
parent 486e7cbe83
commit 8c7d8359fa
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 252 additions and 25 deletions

3
spec
View File

@ -2204,8 +2204,7 @@ beginseg
name "ovl_Obj_Hamishi"
compress
include "build/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.o"
include "build/data/ovl_Obj_Hamishi/ovl_Obj_Hamishi.data.o"
include "build/data/ovl_Obj_Hamishi/ovl_Obj_Hamishi.reloc.o"
include "build/src/overlays/actors/ovl_Obj_Hamishi/ovl_Obj_Hamishi_reloc.o"
endseg
beginseg

View File

@ -5,6 +5,7 @@
*/
#include "z_obj_hamishi.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS (ACTOR_FLAG_10)
@ -15,7 +16,6 @@ void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
const ActorInit Obj_Hamishi_InitVars = {
ACTOR_OBJ_HAMISHI,
ACTORCAT_PROP,
@ -28,44 +28,261 @@ const ActorInit Obj_Hamishi_InitVars = {
(ActorFunc)ObjHamishi_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_809A1AA0 = {
{ COLTYPE_HARD, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x81C37FB6, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x81C37FB6, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 50, 70, 0, { 0, 0, 0 } },
};
// sColChkInfoInit
static CollisionCheckInfoInit D_809A1ACC = { 0, 12, 60, MASS_IMMOVABLE };
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_809A1AE8[] = {
s16 D_809A1AD4[] = {
145, 135, 115, 85, 75, 53, 45, 40, 35,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 250, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 500, ICHAIN_STOP),
};
#endif
void func_809A0F20(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = THIS;
extern ColliderCylinderInit D_809A1AA0;
extern CollisionCheckInfoInit D_809A1ACC;
extern InitChainEntry D_809A1AE8[];
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/func_809A0F20.s")
void func_809A0F78(ObjHamishi* this) {
if (this->unk_198 > 0) {
this->unk_198--;
this->unk_19A += 0x1388;
this->unk_19C += 0xE10;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/func_809A0F78.s")
Math_StepToF(&this->unk_190, 0.0f, 0.15f);
Math_StepToF(&this->unk_194, 0.0f, 40.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/func_809A10F4.s")
this->actor.world.pos.x = (Math_SinS(this->unk_19A * 4) * this->unk_190) + this->actor.home.pos.x;
this->actor.world.pos.z = (Math_CosS(this->unk_19A * 7) * this->unk_190) + this->actor.home.pos.z;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/func_809A13A0.s")
this->actor.shape.rot.x = (s32)(Math_SinS(this->unk_19C * 4) * this->unk_194) + this->actor.home.rot.x;
this->actor.shape.rot.z = (s32)(Math_CosS(this->unk_19C * 7) * this->unk_194) + this->actor.home.rot.z;
} else {
Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.home.rot.x, 0xBB8);
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0xBB8);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/func_809A1408.s")
void func_809A10F4(ObjHamishi* this, GlobalContext* globalCtx) {
s32 i;
Vec3f spC8;
Vec3f spBC;
f32 temp_f20;
s16 temp_s0 = 1000;
s32 gravity;
s32 phi_v0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/ObjHamishi_Init.s")
for (i = 0; i < ARRAY_COUNT(D_809A1AD4); i++) {
temp_s0 += 0x4E20;
temp_f20 = Rand_ZeroOne() * 10.0f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/ObjHamishi_Destroy.s")
spBC.x = (Math_SinS(temp_s0) * temp_f20) + this->actor.world.pos.x;
spBC.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
spBC.z = (Math_CosS(temp_s0) * temp_f20) + this->actor.world.pos.z;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/ObjHamishi_Update.s")
temp_f20 = (Rand_ZeroOne() * 10.0f) + 2.0f;
spC8.x = Math_SinS(temp_s0) * temp_f20;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hamishi/ObjHamishi_Draw.s")
spC8.y = (Rand_ZeroOne() * 15.0f) + (Rand_ZeroOne() * i * 2.5f);
spC8.z = Math_CosS(temp_s0) * temp_f20;
if (i == 0) {
phi_v0 = 41;
gravity = -450;
} else if (i < 4) {
phi_v0 = 37;
gravity = -380;
} else {
phi_v0 = 69;
gravity = -320;
}
EffectSsKakera_Spawn(globalCtx, &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);
}
func_800BBFB0(globalCtx, &this->actor.world.pos, 140.0f, 6, 180, 90, 1);
func_800BBFB0(globalCtx, &this->actor.world.pos, 140.0f, 12, 80, 90, 1);
}
void func_809A13A0(ObjHamishi* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f sp28;
s32 sp24;
sp28.x = this->actor.world.pos.x;
sp28.y = this->actor.world.pos.y + 30.0f;
sp28.z = this->actor.world.pos.z;
this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&globalCtx->colCtx, &this->actor.floorPoly, &sp24, &this->actor, &sp28);
}
s32 func_809A1408(ObjHamishi* this, GlobalContext* globalCtx) {
s32 pad;
WaterBox* sp30;
f32 sp2C;
s32 sp28;
if (WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp2C,
&sp30, &sp28) &&
(this->actor.world.pos.y < sp2C)) {
return true;
}
return false;
}
void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
if (globalCtx->csCtx.state != 0) {
this->actor.uncullZoneForward += 1000.0f;
}
if (this->actor.shape.rot.y == 0) {
this->actor.shape.rot.y = (u32)Rand_Next() >> 0x10;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.home.rot.y = this->actor.shape.rot.y;
}
func_809A0F20(&this->actor, globalCtx);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
func_809A13A0(this, globalCtx);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 2.3f);
if (Flags_GetSwitch(globalCtx, OBJHAMISHI_GET_SWITCHFLAG(&this->actor))) {
Actor_MarkForDeath(&this->actor);
return;
}
this->actor.shape.yOffset = 80.0f;
if (func_809A1408(this, globalCtx)) {
this->unk_1A2 |= 1;
}
}
void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx) {
Collider_DestroyCylinder(globalCtx, &THIS->collider);
}
void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjHamishi* this = THIS;
s32 sp24 = (this->collider.base.acFlags & AC_HIT) != 0;
func_809A0F78(this);
if (sp24) {
this->unk_1A1 = 5;
this->collider.base.acFlags &= ~AC_HIT;
}
if (sp24) {
if (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80000500) {
if (this->collider.info.acHitInfo->toucher.dmgFlags & 0x400) {
this->unk_1A0 = 26;
} else {
this->unk_1A0 = 11;
}
if (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80000000) {
this->unk_19E = 2;
} else {
this->unk_19E++;
}
if (this->unk_19E < 2) {
this->unk_198 = 15;
this->unk_190 = 2.0f;
this->unk_194 = 400.0f;
} else {
func_809A10F4(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
Flags_SetSwitch(globalCtx, OBJHAMISHI_GET_SWITCHFLAG(&this->actor));
Actor_MarkForDeath(&this->actor);
}
}
}
if (this->actor.update != NULL) {
if (this->unk_1A1 > 0) {
this->unk_1A1--;
if (this->unk_1A1 == 0) {
this->collider.base.colType = COLTYPE_HARD;
} else {
this->collider.base.colType = COLTYPE_NONE;
}
}
if (this->unk_1A0 > 0) {
this->unk_1A0--;
} else if ((this->actor.flags & ACTOR_FLAG_40) && (this->actor.xzDistToPlayer < 1000.0f)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->actor.xzDistToPlayer < 600.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx);
if ((thisx->projectedPos.z <= 2150.0f) || ((this->unk_1A2 & 1) && (thisx->projectedPos.z < 2250.0f))) {
thisx->shape.shadowAlpha = 160;
func_8012C28C(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_field_keep_DL_0061E8);
} else if (thisx->projectedPos.z < 2250.0f) {
f32 sp20 = (2250.0f - thisx->projectedPos.z) * 2.55f;
thisx->shape.shadowAlpha = sp20 * 0.627451f;
func_8012C2DC(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 170, 130, (s32)sp20);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_0061E8);
} else {
thisx->shape.shadowAlpha = 0;
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

View File

@ -5,9 +5,20 @@
struct ObjHamishi;
#define OBJHAMISHI_GET_SWITCHFLAG(thisx) ((thisx)->params & 0x7F)
typedef struct ObjHamishi {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x60];
/* 0x144 */ ColliderCylinder collider;
/* 0x190 */ f32 unk_190;
/* 0x194 */ f32 unk_194;
/* 0x198 */ s16 unk_198;
/* 0x19A */ s16 unk_19A;
/* 0x19C */ s16 unk_19C;
/* 0x19E */ s16 unk_19E;
/* 0x1A0 */ s8 unk_1A0;
/* 0x1A1 */ s8 unk_1A1;
/* 0x1A2 */ u8 unk_1A2;
} ObjHamishi; // size = 0x1A4
extern const ActorInit Obj_Hamishi_InitVars;