EnGe1 OK and documented, document `z_snap` (#952)

* Move PictoActor typedefs to z64actor.h

* OK, data imported

* Minor snap stuff

* Name most functions and variables

* Name most of object, apart from animations

* Document snap

* Fix actors to use the PictoActor struct

* Format

* Finish documenting EnGe1

* Finish documenting z_snap and related actors

* Format

* Review, format

* Name last couple of things

* bss

* Review

* Review

* bss

* Introduce z64snap.h, add SCREEN_TO_DEVICE macros

* Back to PROJECTED_TO_SCREEN
This commit is contained in:
EllipticEllipsis 2022-08-04 05:53:53 +01:00 committed by GitHub
parent fb445b7d4b
commit 91b2bc3a88
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37 changed files with 1396 additions and 863 deletions

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@ -1,63 +1,83 @@
<Root>
<!-- Assets for white-clothed Gerudo -->
<File Name="object_ge1" Segment="6">
<Animation Name="object_ge1_Anim_000594" Offset="0x594" />
<Animation Name="object_ge1_Anim_000ABC" Offset="0xABC" />
<Animation Name="object_ge1_Anim_000CF8" Offset="0xCF8" />
<Animation Name="object_ge1_Anim_0013CC" Offset="0x13CC" />
<Animation Name="object_ge1_Anim_00202C" Offset="0x202C" />
<Animation Name="object_ge1_Anim_002148" Offset="0x2148" />
<Animation Name="object_ge1_Anim_002954" Offset="0x2954" />
<Animation Name="object_ge1_Anim_002AD8" Offset="0x2AD8" />
<Animation Name="object_ge1_Anim_002B98" Offset="0x2B98" />
<Limb Name="object_ge1_Standardlimb_002BB0" Type="Standard" EnumName="OBJECT_GE1_LIMB_01" Offset="0x2BB0" />
<Limb Name="object_ge1_Standardlimb_002BBC" Type="Standard" EnumName="OBJECT_GE1_LIMB_02" Offset="0x2BBC" />
<Limb Name="object_ge1_Standardlimb_002BC8" Type="Standard" EnumName="OBJECT_GE1_LIMB_03" Offset="0x2BC8" />
<Limb Name="object_ge1_Standardlimb_002BD4" Type="Standard" EnumName="OBJECT_GE1_LIMB_04" Offset="0x2BD4" />
<Limb Name="object_ge1_Standardlimb_002BE0" Type="Standard" EnumName="OBJECT_GE1_LIMB_05" Offset="0x2BE0" />
<Limb Name="object_ge1_Standardlimb_002BEC" Type="Standard" EnumName="OBJECT_GE1_LIMB_06" Offset="0x2BEC" />
<Limb Name="object_ge1_Standardlimb_002BF8" Type="Standard" EnumName="OBJECT_GE1_LIMB_07" Offset="0x2BF8" />
<Limb Name="object_ge1_Standardlimb_002C04" Type="Standard" EnumName="OBJECT_GE1_LIMB_08" Offset="0x2C04" />
<Limb Name="object_ge1_Standardlimb_002C10" Type="Standard" EnumName="OBJECT_GE1_LIMB_09" Offset="0x2C10" />
<Limb Name="object_ge1_Standardlimb_002C1C" Type="Standard" EnumName="OBJECT_GE1_LIMB_0A" Offset="0x2C1C" />
<Limb Name="object_ge1_Standardlimb_002C28" Type="Standard" EnumName="OBJECT_GE1_LIMB_0B" Offset="0x2C28" />
<Limb Name="object_ge1_Standardlimb_002C34" Type="Standard" EnumName="OBJECT_GE1_LIMB_0C" Offset="0x2C34" />
<Limb Name="object_ge1_Standardlimb_002C40" Type="Standard" EnumName="OBJECT_GE1_LIMB_0D" Offset="0x2C40" />
<Limb Name="object_ge1_Standardlimb_002C4C" Type="Standard" EnumName="OBJECT_GE1_LIMB_0E" Offset="0x2C4C" />
<Limb Name="object_ge1_Standardlimb_002C58" Type="Standard" EnumName="OBJECT_GE1_LIMB_0F" Offset="0x2C58" />
<Skeleton Name="object_ge1_Skel_002CA0" Type="Flex" LimbType="Standard" LimbNone="OBJECT_GE1_LIMB_NONE" LimbMax="OBJECT_GE1_LIMB_MAX" EnumName="object_ge1_Limbs" Offset="0x2CA0" />
<Texture Name="object_ge1_TLUT_002CB8" OutName="tlut_002CB8" Format="rgba16" Width="16" Height="16" Offset="0x2CB8" />
<Texture Name="object_ge1_Tex_002EB8" OutName="tex_002EB8" Format="ci8" Width="8" Height="8" Offset="0x2EB8" />
<Texture Name="object_ge1_Tex_002EF8" OutName="tex_002EF8" Format="ci8" Width="16" Height="16" Offset="0x2EF8" />
<Texture Name="object_ge1_Tex_002FF8" OutName="tex_002FF8" Format="ci8" Width="8" Height="16" Offset="0x2FF8" />
<!-- <Blob Name="object_ge1_Blob_003078" Size="0x1800" Offset="0x3078" /> -->
<Texture Name="object_ge1_Tex_004878" OutName="tex_004878" Format="ci8" Width="32" Height="32" Offset="0x4878" />
<Texture Name="object_ge1_Tex_004C78" OutName="tex_004C78" Format="ci8" Width="8" Height="16" Offset="0x4C78" />
<Texture Name="object_ge1_Tex_004CF8" OutName="tex_004CF8" Format="ci8" Width="16" Height="16" Offset="0x4CF8" />
<Texture Name="object_ge1_Tex_004DF8" OutName="tex_004DF8" Format="ci8" Width="16" Height="16" Offset="0x4DF8" />
<Texture Name="object_ge1_Tex_004EF8" OutName="tex_004EF8" Format="ci8" Width="16" Height="16" Offset="0x4EF8" />
<Texture Name="object_ge1_Tex_004FF8" OutName="tex_004FF8" Format="ci8" Width="8" Height="8" Offset="0x4FF8" />
<Texture Name="object_ge1_Tex_005038" OutName="tex_005038" Format="ci8" Width="8" Height="16" Offset="0x5038" />
<Texture Name="object_ge1_Tex_0050B8" OutName="tex_0050B8" Format="ci8" Width="8" Height="8" Offset="0x50B8" />
<Texture Name="object_ge1_Tex_0050F8" OutName="tex_0050F8" Format="rgba16" Width="8" Height="8" Offset="0x50F8" />
<Texture Name="object_ge1_TLUT_005178" OutName="tlut_005178" Format="rgba16" Width="16" Height="16" Offset="0x5178" />
<Texture Name="object_ge1_Tex_005378" OutName="tex_005378" Format="ci8" Width="16" Height="16" Offset="0x5378" />
<DList Name="object_ge1_DL_007F78" Offset="0x7F78" />
<DList Name="object_ge1_DL_0085A8" Offset="0x85A8" />
<DList Name="object_ge1_DL_0089B0" Offset="0x89B0" />
<DList Name="object_ge1_DL_008B58" Offset="0x8B58" />
<DList Name="object_ge1_DL_008C88" Offset="0x8C88" />
<DList Name="object_ge1_DL_008E80" Offset="0x8E80" />
<DList Name="object_ge1_DL_009028" Offset="0x9028" />
<DList Name="object_ge1_DL_009158" Offset="0x9158" />
<DList Name="object_ge1_DL_009350" Offset="0x9350" />
<DList Name="object_ge1_DL_009440" Offset="0x9440" />
<DList Name="object_ge1_DL_009570" Offset="0x9570" />
<DList Name="object_ge1_DL_0097C0" Offset="0x97C0" />
<DList Name="object_ge1_DL_009A20" Offset="0x9A20" />
<DList Name="object_ge1_DL_009B50" Offset="0x9B50" />
<DList Name="object_ge1_DL_009D18" Offset="0x9D18" />
<DList Name="object_ge1_DL_00BB08" Offset="0xBB08" />
<DList Name="object_ge1_DL_00BDA0" Offset="0xBDA0" />
<DList Name="object_ge1_DL_00C000" Offset="0xC000" />
<!-- White-clothed Gerudo Animations -->
<Animation Name="gGerudoWhiteStandingHeadBowedAnim" Offset="0x594" /><!-- Original name may be "gb_ie" ("home")? -->
<Animation Name="gGerudoWhiteSaluteAnim" Offset="0xABC" /><!-- Original name: "gb_keirei" ("salute/bow") -->
<Animation Name="gGerudoWhiteStiffeningAnim" Offset="0xCF8" /><!-- Original name: "gb_kochoku" ("stiffening/rigidity") -->
<Animation Name="gGerudoWhiteStiffShiveringAnim" Offset="0x13CC" /><!-- Original name: "gb_kochoku_loop" ("stiffening loop") -->
<Animation Name="gGerudoWhiteTrudgingOffAnim" Offset="0x202C" /><!-- Original name: "gb_tobotobo" ("totteringly/trudgingly") -->
<Animation Name="gGerudoWhiteGreatBayCutsceneAnim" Offset="0x2148" /><!-- one frame used for each part of Great Bay Temple first entry cutscene. Original name: "gb_twister" -->
<Animation Name="gGerudoWhiteExcitedClappingAnim" Offset="0x2954" /><!-- Original name: "gb_wakuwaku", ("excited") -->
<Animation Name="gGerudoWhiteUnfoldingArmsAnim" Offset="0x2AD8" /><!-- Original name: "ge1_hanasi" ("talk") -->
<!-- From here to the end this file is identical to OoT's object_ge1, offset 0x0-0x9860 -->
<Animation Name="gGerudoWhiteArmsFoldedAnim" Offset="0x2B98" /><!-- Original name: "ge1_matsu" ("waiting") -->
<!-- White-clothed Gerudo Limbs -->
<Limb Name="gGerudoWhiteWaistLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_WAIST" Offset="0x2BB0" />
<Limb Name="gGerudoWhiteLeftThighLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_THIGH" Offset="0x2BBC" />
<Limb Name="gGerudoWhiteLeftShinLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_LOWER_LEG" Offset="0x2BC8" />
<Limb Name="gGerudoWhiteLeftFootLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_FOOT" Offset="0x2BD4" />
<Limb Name="gGerudoWhiteRightThighLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_THIGH" Offset="0x2BE0" />
<Limb Name="gGerudoWhiteRightShinLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_LOWER_LEG" Offset="0x2BEC" />
<Limb Name="gGerudoWhiteRightFootLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_FOOT" Offset="0x2BF8" />
<Limb Name="gGerudoWhiteTorsoLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_TORSO" Offset="0x2C04" />
<Limb Name="gGerudoWhiteLeftUpperArmLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_UPPER_ARM" Offset="0x2C10" />
<Limb Name="gGerudoWhiteLeftForearmLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_FOREARM" Offset="0x2C1C" />
<Limb Name="gGerudoWhiteLeftHandLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_LEFT_HAND" Offset="0x2C28" />
<Limb Name="gGerudoWhiteRightUpperArmLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_UPPER_ARM" Offset="0x2C34" />
<Limb Name="gGerudoWhiteRightForearmLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_FOREARM" Offset="0x2C40" />
<Limb Name="gGerudoWhiteRightHandLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_RIGHT_HAND" Offset="0x2C4C" />
<Limb Name="gGerudoWhiteHeadLimb" Type="Standard" EnumName="GERUDO_WHITE_LIMB_HEAD" Offset="0x2C58" />
<!-- White-clothed Gerudo Skeleton -->
<Skeleton Name="gGerudoWhiteSkel" Type="Flex" LimbType="Standard" LimbNone="GERUDO_WHITE_LIMB_NONE" LimbMax="GERUDO_WHITE_LIMB_MAX" EnumName="GerudoWhiteLimb" Offset="0x2CA0" />
<Texture Name="gGerudoWhiteGeneralTLUT" OutName="gerudo_white_general_tlut" Format="rgba16" Width="16" Height="16" Offset="0x2CB8" />
<Texture Name="gGerudoWhiteSkinGradientTex" OutName="gerudo_white_skin_gradient" Format="ci8" Width="8" Height="8" Offset="0x2EB8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteWhiteFabricLipsTex" OutName="gerudo_white_white_fabric_lips" Format="ci8" Width="16" Height="16" Offset="0x2EF8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteEarTex" OutName="gerudo_white_ear" Format="ci8" Width="8" Height="16" Offset="0x2FF8" TlutOffset="0x2CB8" />
<!-- White-clothed Gerudo Eye Textures -->
<Texture Name="gGerudoWhiteEyeOpenTex" OutName="gerudo_white_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x3078"/>
<Texture Name="gGerudoWhiteEyeHalfTex" OutName="gerudo_white_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x3878"/>
<Texture Name="gGerudoWhiteEyeClosedTex" OutName="gerudo_white_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x4078"/>
<Texture Name="gGerudoWhiteFingersTex" OutName="gerudo_white_fingers" Format="ci8" Width="32" Height="32" Offset="0x4878" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteArmletTex" OutName="gerudo_white_armlet" Format="ci8" Width="8" Height="16" Offset="0x4C78" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteJacketTex" OutName="gerudo_white_jacket" Format="ci8" Width="16" Height="16" Offset="0x4CF8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteTubeTopTex" OutName="gerudo_white_tube_top" Format="ci8" Width="16" Height="16" Offset="0x4DF8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteNavelTex" OutName="gerudo_white_navel" Format="ci8" Width="16" Height="16" Offset="0x4EF8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteCleavageTex" OutName="gerudo_white_cleavage" Format="ci8" Width="8" Height="8" Offset="0x4FF8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteShoeUpperTex" OutName="gerudo_white_shoe_upper" Format="ci8" Width="8" Height="16" Offset="0x5038" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteShoeSoleTex" OutName="gerudo_white_shoe_sole" Format="ci8" Width="8" Height="8" Offset="0x50B8" TlutOffset="0x2CB8" />
<Texture Name="gGerudoWhiteCrotchTex" OutName="gerudo_white_crotch" Format="rgba16" Width="8" Height="8" Offset="0x50F8" />
<!-- White-clothed Gerudo Hair Textures -->
<Texture Name="gGerudoWhiteHairTLUT" OutName="gerudo_white_hair_tlut" Format="rgba16" Width="16" Height="16" Offset="0x5178" />
<Texture Name="gGerudoWhiteHairTex" OutName="gerudo_white_hair" Format="ci8" Width="16" Height="16" Offset="0x5378" TlutOffset="0x5178" />
<!-- White-clothed Gerudo Limb DisplayLists -->
<DList Name="gGerudoWhiteWaistDL" Offset="0x7F78" />
<DList Name="gGerudoWhiteLeftThighDL" Offset="0x85A8" />
<DList Name="gGerudoWhiteLeftShinDL" Offset="0x89B0" />
<DList Name="gGerudoWhiteLeftFootDL" Offset="0x8B58" />
<DList Name="gGerudoWhiteRightThighDL" Offset="0x8C88" />
<DList Name="gGerudoWhiteRightShinDL" Offset="0x8E80" />
<DList Name="gGerudoWhiteRightFootDL" Offset="0x9028" />
<DList Name="gGerudoWhiteTorsoDL" Offset="0x9158" />
<DList Name="gGerudoWhiteLeftUpperArmDL" Offset="0x9350" />
<DList Name="gGerudoWhiteLeftForearmDL" Offset="0x9440" />
<DList Name="gGerudoWhiteLeftHandDL" Offset="0x9570" />
<DList Name="gGerudoWhiteRightUpperArmDL" Offset="0x97C0" />
<DList Name="gGerudoWhiteRightForearmDL" Offset="0x9A20" />
<DList Name="gGerudoWhiteRightHandDL" Offset="0x9B50" />
<DList Name="gGerudoWhiteHeadDL" Offset="0x9D18" />
<!-- White-clothed Gerudo Hairstyle DisplayLists -->
<DList Name="gGerudoWhiteHairstyleBobDL" Offset="0xBB08" />
<DList Name="gGerudoWhiteHairstyleStraightFringeDL" Offset="0xBDA0" />
<DList Name="gGerudoWhiteHairstyleSpikyDL" Offset="0xC000" />
</File>
</Root>

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@ -594,7 +594,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play);
void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos);
void func_800B4AEC(PlayState* play, Actor* actor, f32 y);
void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play);
void Actor_GetProjectedPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play);
@ -2345,13 +2345,6 @@ void SkinMatrix_SetYRotation(MtxF* mf, s16 a);
void SkinMatrix_MulYRotation(MtxF* mf, s16 a);
void SkinMatrix_SetZRotation(MtxF* mf, s16 a);
s32 func_8013A240(PlayState* play);
void func_8013A41C(s32 flag);
void func_8013A46C(s32 flag);
u32 func_8013A4C4(s32 flag);
s16 func_8013A504(s16 val);
s32 func_8013A530(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleError);
void View_ViewportToVp(Vp* dest, Viewport* src);
void View_Init(View* view, GraphicsContext* gfxCtx);
void View_SetViewOrientation(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);

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@ -11,6 +11,9 @@
#define SCREEN_WIDTH_HIGH_RES 576
#define SCREEN_HEIGHT_HIGH_RES 454
#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))

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@ -9,6 +9,7 @@
// This value is hardcoded to be the size of ovl_Arrow_Fire which currently is the biggest actor that uses the AM_FIELD.
#define AM_FIELD_SIZE SEGMENT_SIZE(ovl_Arrow_Fire)
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
@ -222,6 +223,7 @@ typedef struct {
/* 0x15A */ s16 pad15A;
} DynaPolyActor; // size = 0x15C
typedef enum {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,

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@ -558,7 +558,7 @@ typedef enum {
typedef enum {
/* -1 */ EXCH_ITEM_MINUS1 = -1, // Unknown usage or function
/* 0x00 */ EXCH_ITEM_NONE,
/* 0x13 */ EXCH_ITEM_13 = 0x13,
/* 0x13 */ EXCH_ITEM_PICTO_BOX = 0x13,
/* 0x1E */ EXCH_ITEM_1E = 0x1E, // BOTTLE_MUSHROOM
/* 0x2A */ EXCH_ITEM_MOON_TEAR = 0x2A,
/* 0x2B */ EXCH_ITEM_DEED_LAND,

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@ -143,8 +143,8 @@ typedef struct Save {
/* 0x00F8 */ PermanentSceneFlags permanentSceneFlags[120];
/* 0x0E18 */ u8 unk_E18[0x54];
/* 0x0E6C */ u32 dekuPlaygroundHighScores[3];
/* 0x0E78 */ u32 pictoFlags0;
/* 0x0E7C */ u32 pictoFlags1;
/* 0x0E78 */ u32 pictoFlags0; // Flags set by `PictoActor`s if pictograph is valid
/* 0x0E7C */ u32 pictoFlags1; // Flags set by Snap_ValidatePictograph() to record errors; volatile since that function is run many times in succession
/* 0x0E80 */ u32 unk_E80;
/* 0x0E84 */ u32 unk_E84;
/* 0x0E88 */ u32 unk_E88[7]; // Invadepoh flags

52
include/z64snap.h Normal file
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@ -0,0 +1,52 @@
#ifndef Z64_SNAP_H
#define Z64_SNAP_H
#include "PR/ultratypes.h"
#include "z64actor.h"
typedef s32 (*PictoValidationFunc)(struct PlayState*, Actor*);
typedef struct {
/* 0x000 */ Actor actor;
/* 0x144 */ PictoValidationFunc validationFunc;
} PictoActor;
// Picto box flags
typedef enum {
// Used externally, set and read by actors
/* 0x00 */ PICTOGRAPH_0,
/* 0x01 */ PICTOGRAPH_IN_SWAMP,
/* 0x02 */ PICTOGRAPH_MONKEY,
/* 0x03 */ PICTOGRAPH_BIG_OCTO,
/* 0x04 */ PICTOGRAPH_LULU_HEAD,
/* 0x05 */ PICTOGRAPH_LULU_RIGHT_ARM,
/* 0x06 */ PICTOGRAPH_LULU_LEFT_ARM, // Need all three of these to qualify as a good picture
/* 0x07 */ PICTOGRAPH_SCARECROW,
/* 0x08 */ PICTOGRAPH_TINGLE,
/* 0x09 */ PICTOGRAPH_PIRATE_GOOD,
/* 0x0A */ PICTOGRAPH_DEKU_KING,
/* 0x0B */ PICTOGRAPH_PIRATE_TOO_FAR, // overlaps with PICTOGRAPH_PIRATE_GOOD, but that is checked first
// Used internally, test for failures of position, angle etc.
/* 0x3B */ PICTOGRAPH_BEHIND_COLLISION = 0x3B,
/* 0x3C */ PICTOGRAPH_BEHIND_BG,
/* 0x3D */ PICTOGRAPH_NOT_IN_VIEW,
/* 0x3E */ PICTOGRAPH_BAD_ANGLE,
/* 0x3F */ PICTOGRAPH_BAD_DISTANCE
} PictographFlag;
// The following macros are subject to renaming once the capture system is better understood
#define PICTO_RESOLUTION_HORIZONTAL 150
#define PICTO_RESOLUTION_VERTICAL 105
#define PICTO_CAPTURE_REGION_TOPLEFT_X ((SCREEN_WIDTH - PICTO_RESOLUTION_HORIZONTAL) / 2)
#define PICTO_CAPTURE_REGION_TOPLEFT_Y ((SCREEN_HEIGHT - PICTO_RESOLUTION_VERTICAL) / 2)
s32 Snap_RecordPictographedActors(PlayState* play);
void Snap_SetFlag(s32 flag);
void Snap_UnsetFlag(s32 flag);
u32 Snap_CheckFlag(s32 flag);
s16 Snap_AbsS(s16 val);
s32 Snap_ValidatePictograph(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleRange);
#endif

3
spec
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@ -1499,8 +1499,7 @@ beginseg
name "ovl_En_Ge1"
compress
include "build/src/overlays/actors/ovl_En_Ge1/z_en_ge1.o"
include "build/data/ovl_En_Ge1/ovl_En_Ge1.data.o"
include "build/data/ovl_En_Ge1/ovl_En_Ge1.reloc.o"
include "build/src/overlays/actors/ovl_En_Ge1/ovl_En_Ge1_reloc.o"
endseg
beginseg

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@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "system_malloc.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"

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@ -391,12 +391,12 @@ void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play) {
}
}
void Actor_GetProjectedPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg1, arg2, arg3);
if (*arg3 < 1.0f) {
*arg3 = 1.0f;
void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, worldPos, projectedPos, invW);
if (*invW < 1.0f) {
*invW = 1.0f;
} else {
*arg3 = 1.0f / *arg3;
*invW = 1.0f / *invW;
}
}
@ -419,7 +419,7 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
};
void func_800B4F78(TargetContext* targetCtx, s32 type, PlayState* play) {
@ -480,9 +480,9 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
TargetContextEntry* entry;
s16 alpha = 255;
f32 var1 = 1.0f;
Vec3f spBC;
Vec3f projectedPos;
s32 spB8;
f32 spB4;
f32 invW;
s32 spB0;
s32 spAC;
f32 var2;
@ -505,22 +505,22 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
alpha = targetCtx->unk48;
}
Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &spBC, &spB4);
Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &projectedPos, &invW);
spBC.x = (160 * (spBC.x * spB4)) * var1;
spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
projectedPos.x = (160 * (projectedPos.x * invW)) * var1;
projectedPos.x = CLAMP(projectedPos.x, -320.0f, 320.0f);
spBC.y = (120 * (spBC.y * spB4)) * var1;
spBC.y = CLAMP(spBC.y, -240.0f, 240.0f);
projectedPos.y = (120 * (projectedPos.y * invW)) * var1;
projectedPos.y = CLAMP(projectedPos.y, -240.0f, 240.0f);
spBC.z = spBC.z * var1;
projectedPos.z = projectedPos.z * var1;
targetCtx->unk4C--;
if (targetCtx->unk4C < 0) {
targetCtx->unk4C = 2;
}
Target_SetPos(targetCtx, targetCtx->unk4C, spBC.x, spBC.y, spBC.z);
Target_SetPos(targetCtx, targetCtx->unk4C, projectedPos.x, projectedPos.y, projectedPos.z);
if ((!(player->stateFlags1 & 0x40)) || (actor != player->unk_730)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
@ -1966,18 +1966,19 @@ void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
f32 w;
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &w);
*x = (projectedPos.x * w * (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 2);
*y = (projectedPos.y * w * -(SCREEN_HEIGHT / 2)) + (SCREEN_HEIGHT / 2);
*x = PROJECTED_TO_SCREEN_X(projectedPos, w);
*y = PROJECTED_TO_SCREEN_Y(projectedPos, w);
}
s32 func_800B8934(PlayState* play, Actor* actor) {
Vec3f sp2C;
f32 sp28;
Vec3f projectedPos;
f32 invW;
s32 pad[2];
Actor_GetProjectedPos(play, &actor->focus.pos, &sp2C, &sp28);
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
return (sp2C.x * sp28 >= -1.0f) && (sp2C.x * sp28 <= 1.0f) && (sp2C.y * sp28 >= -1.0f) && (sp2C.y * sp28 <= 1.0f);
return (projectedPos.x * invW >= -1.0f) && (projectedPos.x * invW <= 1.0f) && (projectedPos.y * invW >= -1.0f) &&
(projectedPos.y * invW <= 1.0f);
}
s32 Actor_HasParent(Actor* actor, PlayState* play) {

View File

@ -380,20 +380,20 @@ void Lights_GlowCheck(PlayState* play) {
if (light->info->type == LIGHT_POINT_GLOW) {
Vec3f pos;
Vec3f multDest;
f32 wDest;
Vec3f projectedPos;
f32 invW;
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
Actor_GetProjectedPos(play, &pos, &multDest, &wDest);
Actor_GetProjectedPos(play, &pos, &projectedPos, &invW);
params->drawGlow = 0;
if ((multDest.z > 1) && (fabsf(multDest.x * wDest) < 1) && (fabsf(multDest.y * wDest) < 1)) {
s32 wX = multDest.x * wDest * 160 + 160;
s32 wY = multDest.y * wDest * -120 + 120;
s32 wZ = (s32)((multDest.z * wDest) * 16352) + 16352;
if ((projectedPos.z > 1) && (fabsf(projectedPos.x * invW) < 1) && (fabsf(projectedPos.y * invW) < 1)) {
s32 wX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
s32 wY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
s32 wZ = (s32)((projectedPos.z * invW) * 16352) + 16352;
s32 zBuf = func_80178A94(wX, wY);
if (wZ < zBuf) {

View File

@ -7,119 +7,119 @@
{ { 0, 0 }, 0, 0, 0, 0 }
SceneTableEntry gSceneTable[] = {
SCENE_ENTRY(Z2_20SICHITAI2, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY(KAKUSIANA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(SPOT00, 0x0000, SCENE_DRAW_CFG_NOTHING),
SCENE_ENTRY_NONE(),
SCENE_ENTRY(Z2_WITCH_SHOP, 0x011A, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LAST_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_HAKASHITA, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_AYASHIISHOP, 0x010E, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY_NONE(),
SCENE_ENTRY_NONE(),
SCENE_ENTRY(Z2_OMOYA, 0x0132, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_BOWLING, 0x0108, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_SONCHONOIE, 0x010B, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_IKANA, 0x0141, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KAIZOKU, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_MILK_BAR, 0x010C, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_INISIE_N, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_TAKARAYA, 0x0109, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_INISIE_R, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_OKUJOU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_OPENINGDAN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_MITURIN, 0x011F, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_13HUBUKINOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_CASTLE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_DEKUTES, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_MITURIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_SYATEKI_MIZU, 0x0107, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_HAKUGIN, 0x012B, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_ROMANYMAE, 0x0149, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_PIRATE, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_SYATEKI_MORI, 0x011B, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_SINKAI, 0x0135, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_YOUSEI_IZUMI, 0x013E, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KINSTA1, 0x011E, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KINDAN2, 0x013F, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_TENMON_DAI, 0x0114, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LAST_DEKU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_22DEKUCITY, 0x0118, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KAJIYA, 0x0127, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_00KEIKOKU, 0x0100, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_POSTHOUSE, 0x0111, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_LABO, 0x013A, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_DANPEI2TEST, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY_NONE(),
SCENE_ENTRY(Z2_16GORON_HOUSE, 0x0124, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_33ZORACITY, 0x0136, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_8ITEMSHOP, 0x010F, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_F01, 0x012E, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_INISIE_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_30GYOSON, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_31MISAKI, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_TAKARAKUJI, 0x0112, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY_NONE(),
SCENE_ENTRY(Z2_TORIDE, 0x0138, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_FISHERMAN, 0x013B, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_GORONSHOP, 0x0129, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_DEKU_KING, 0x011C, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LAST_GORON, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_24KEMONOMITI, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_F01_B, 0x0130, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_F01C, 0x012F, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_BOTI, 0x0106, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_HAKUGIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_20SICHITAI, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_21MITURINMAE, 0x0117, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LAST_ZORA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_11GORONNOSATO2, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_SEA, 0x013D, SCENE_DRAW_CFG_GREAT_BAY_TEMPLE),
SCENE_ENTRY(Z2_35TAKI, 0x0137, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_REDEAD, 0x0145, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_BANDROOM, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_11GORONNOSATO, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_GORON_HAKA, 0x012A, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_SECOM, 0x0143, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
SCENE_ENTRY(Z2_10YUKIYAMANOMURA, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_TOUGITES, 0x0146, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_DANPEI, 0x0120, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_IKANAMAE, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_DOUJOU, 0x0110, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_MUSICHOUSE, 0x0147, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
SCENE_ENTRY(Z2_IKNINSIDE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_MAP_SHOP, 0x0119, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_F40, 0x0140, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_F41, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_10YUKIYAMANOMURA2, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_14YUKIDAMANOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_12HAKUGINMAE, 0x0125, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_17SETUGEN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_17SETUGEN2, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_SEA_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_RANDOM, 0x012C, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_YADOYA, 0x010A, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KONPEKI_ENT, 0x0139, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_INSIDETOWER, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_26SARUNOMORI, 0x011D, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LOST_WOODS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_LAST_LINK, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_SOUGEN, 0x0000, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_BOMYA, 0x010D, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_KYOJINNOMA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_KOEPONARACE, 0x0131, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_GORONRACE, 0x0126, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_TOWN, 0x0101, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_ICHIBA, 0x0102, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_BACKTOWN, 0x0103, SCENE_DRAW_CFG_DEFAULT),
SCENE_ENTRY(Z2_CLOCKTOWER, 0x0104, SCENE_DRAW_CFG_MAT_ANIM),
SCENE_ENTRY(Z2_ALLEY, 0x0105, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x00 */ SCENE_ENTRY(Z2_20SICHITAI2, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x01 */ SCENE_ENTRY_NONE(),
/* 0x02 */ SCENE_ENTRY_NONE(),
/* 0x03 */ SCENE_ENTRY_NONE(),
/* 0x04 */ SCENE_ENTRY_NONE(),
/* 0x05 */ SCENE_ENTRY_NONE(),
/* 0x06 */ SCENE_ENTRY_NONE(),
/* 0x07 */ SCENE_ENTRY(KAKUSIANA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x08 */ SCENE_ENTRY(SPOT00, 0x0000, SCENE_DRAW_CFG_NOTHING),
/* 0x09 */ SCENE_ENTRY_NONE(),
/* 0x0A */ SCENE_ENTRY(Z2_WITCH_SHOP, 0x011A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0B */ SCENE_ENTRY(Z2_LAST_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0C */ SCENE_ENTRY(Z2_HAKASHITA, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0D */ SCENE_ENTRY(Z2_AYASHIISHOP, 0x010E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0E */ SCENE_ENTRY_NONE(),
/* 0x0F */ SCENE_ENTRY_NONE(),
/* 0x10 */ SCENE_ENTRY(Z2_OMOYA, 0x0132, SCENE_DRAW_CFG_DEFAULT),
/* 0x11 */ SCENE_ENTRY(Z2_BOWLING, 0x0108, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x12 */ SCENE_ENTRY(Z2_SONCHONOIE, 0x010B, SCENE_DRAW_CFG_DEFAULT),
/* 0x13 */ SCENE_ENTRY(Z2_IKANA, 0x0141, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x14 */ SCENE_ENTRY(Z2_KAIZOKU, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x15 */ SCENE_ENTRY(Z2_MILK_BAR, 0x010C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x16 */ SCENE_ENTRY(Z2_INISIE_N, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x17 */ SCENE_ENTRY(Z2_TAKARAYA, 0x0109, SCENE_DRAW_CFG_DEFAULT),
/* 0x18 */ SCENE_ENTRY(Z2_INISIE_R, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x19 */ SCENE_ENTRY(Z2_OKUJOU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x1A */ SCENE_ENTRY(Z2_OPENINGDAN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1B */ SCENE_ENTRY(Z2_MITURIN, 0x011F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1C */ SCENE_ENTRY(Z2_13HUBUKINOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x1D */ SCENE_ENTRY(Z2_CASTLE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1E */ SCENE_ENTRY(Z2_DEKUTES, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1F */ SCENE_ENTRY(Z2_MITURIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x20 */ SCENE_ENTRY(Z2_SYATEKI_MIZU, 0x0107, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x21 */ SCENE_ENTRY(Z2_HAKUGIN, 0x012B, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x22 */ SCENE_ENTRY(Z2_ROMANYMAE, 0x0149, SCENE_DRAW_CFG_DEFAULT),
/* 0x23 */ SCENE_ENTRY(Z2_PIRATE, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x24 */ SCENE_ENTRY(Z2_SYATEKI_MORI, 0x011B, SCENE_DRAW_CFG_DEFAULT),
/* 0x25 */ SCENE_ENTRY(Z2_SINKAI, 0x0135, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x26 */ SCENE_ENTRY(Z2_YOUSEI_IZUMI, 0x013E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x27 */ SCENE_ENTRY(Z2_KINSTA1, 0x011E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x28 */ SCENE_ENTRY(Z2_KINDAN2, 0x013F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x29 */ SCENE_ENTRY(Z2_TENMON_DAI, 0x0114, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2A */ SCENE_ENTRY(Z2_LAST_DEKU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x2B */ SCENE_ENTRY(Z2_22DEKUCITY, 0x0118, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2C */ SCENE_ENTRY(Z2_KAJIYA, 0x0127, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2D */ SCENE_ENTRY(Z2_00KEIKOKU, 0x0100, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2E */ SCENE_ENTRY(Z2_POSTHOUSE, 0x0111, SCENE_DRAW_CFG_DEFAULT),
/* 0x2F */ SCENE_ENTRY(Z2_LABO, 0x013A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x30 */ SCENE_ENTRY(Z2_DANPEI2TEST, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x31 */ SCENE_ENTRY_NONE(),
/* 0x32 */ SCENE_ENTRY(Z2_16GORON_HOUSE, 0x0124, SCENE_DRAW_CFG_DEFAULT),
/* 0x33 */ SCENE_ENTRY(Z2_33ZORACITY, 0x0136, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x34 */ SCENE_ENTRY(Z2_8ITEMSHOP, 0x010F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x35 */ SCENE_ENTRY(Z2_F01, 0x012E, SCENE_DRAW_CFG_DEFAULT),
/* 0x36 */ SCENE_ENTRY(Z2_INISIE_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x37 */ SCENE_ENTRY(Z2_30GYOSON, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x38 */ SCENE_ENTRY(Z2_31MISAKI, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x39 */ SCENE_ENTRY(Z2_TAKARAKUJI, 0x0112, SCENE_DRAW_CFG_DEFAULT),
/* 0x3A */ SCENE_ENTRY_NONE(),
/* 0x3B */ SCENE_ENTRY(Z2_TORIDE, 0x0138, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3C */ SCENE_ENTRY(Z2_FISHERMAN, 0x013B, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3D */ SCENE_ENTRY(Z2_GORONSHOP, 0x0129, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3E */ SCENE_ENTRY(Z2_DEKU_KING, 0x011C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3F */ SCENE_ENTRY(Z2_LAST_GORON, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x40 */ SCENE_ENTRY(Z2_24KEMONOMITI, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x41 */ SCENE_ENTRY(Z2_F01_B, 0x0130, SCENE_DRAW_CFG_DEFAULT),
/* 0x42 */ SCENE_ENTRY(Z2_F01C, 0x012F, SCENE_DRAW_CFG_DEFAULT),
/* 0x43 */ SCENE_ENTRY(Z2_BOTI, 0x0106, SCENE_DRAW_CFG_DEFAULT),
/* 0x44 */ SCENE_ENTRY(Z2_HAKUGIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x45 */ SCENE_ENTRY(Z2_20SICHITAI, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x46 */ SCENE_ENTRY(Z2_21MITURINMAE, 0x0117, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x47 */ SCENE_ENTRY(Z2_LAST_ZORA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x48 */ SCENE_ENTRY(Z2_11GORONNOSATO2, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x49 */ SCENE_ENTRY(Z2_SEA, 0x013D, SCENE_DRAW_CFG_GREAT_BAY_TEMPLE),
/* 0x4A */ SCENE_ENTRY(Z2_35TAKI, 0x0137, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4B */ SCENE_ENTRY(Z2_REDEAD, 0x0145, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4C */ SCENE_ENTRY(Z2_BANDROOM, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4D */ SCENE_ENTRY(Z2_11GORONNOSATO, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4E */ SCENE_ENTRY(Z2_GORON_HAKA, 0x012A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4F */ SCENE_ENTRY(Z2_SECOM, 0x0143, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
/* 0x50 */ SCENE_ENTRY(Z2_10YUKIYAMANOMURA, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x51 */ SCENE_ENTRY(Z2_TOUGITES, 0x0146, SCENE_DRAW_CFG_DEFAULT),
/* 0x52 */ SCENE_ENTRY(Z2_DANPEI, 0x0120, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x53 */ SCENE_ENTRY(Z2_IKANAMAE, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x54 */ SCENE_ENTRY(Z2_DOUJOU, 0x0110, SCENE_DRAW_CFG_DEFAULT),
/* 0x55 */ SCENE_ENTRY(Z2_MUSICHOUSE, 0x0147, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
/* 0x56 */ SCENE_ENTRY(Z2_IKNINSIDE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x57 */ SCENE_ENTRY(Z2_MAP_SHOP, 0x0119, SCENE_DRAW_CFG_DEFAULT),
/* 0x58 */ SCENE_ENTRY(Z2_F40, 0x0140, SCENE_DRAW_CFG_DEFAULT),
/* 0x59 */ SCENE_ENTRY(Z2_F41, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x5A */ SCENE_ENTRY(Z2_10YUKIYAMANOMURA2, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5B */ SCENE_ENTRY(Z2_14YUKIDAMANOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x5C */ SCENE_ENTRY(Z2_12HAKUGINMAE, 0x0125, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5D */ SCENE_ENTRY(Z2_17SETUGEN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5E */ SCENE_ENTRY(Z2_17SETUGEN2, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5F */ SCENE_ENTRY(Z2_SEA_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x60 */ SCENE_ENTRY(Z2_RANDOM, 0x012C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x61 */ SCENE_ENTRY(Z2_YADOYA, 0x010A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x62 */ SCENE_ENTRY(Z2_KONPEKI_ENT, 0x0139, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x63 */ SCENE_ENTRY(Z2_INSIDETOWER, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x64 */ SCENE_ENTRY(Z2_26SARUNOMORI, 0x011D, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x65 */ SCENE_ENTRY(Z2_LOST_WOODS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x66 */ SCENE_ENTRY(Z2_LAST_LINK, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x67 */ SCENE_ENTRY(Z2_SOUGEN, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x68 */ SCENE_ENTRY(Z2_BOMYA, 0x010D, SCENE_DRAW_CFG_DEFAULT),
/* 0x69 */ SCENE_ENTRY(Z2_KYOJINNOMA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x6A */ SCENE_ENTRY(Z2_KOEPONARACE, 0x0131, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x6B */ SCENE_ENTRY(Z2_GORONRACE, 0x0126, SCENE_DRAW_CFG_DEFAULT),
/* 0x6C */ SCENE_ENTRY(Z2_TOWN, 0x0101, SCENE_DRAW_CFG_DEFAULT),
/* 0x6D */ SCENE_ENTRY(Z2_ICHIBA, 0x0102, SCENE_DRAW_CFG_DEFAULT),
/* 0x6E */ SCENE_ENTRY(Z2_BACKTOWN, 0x0103, SCENE_DRAW_CFG_DEFAULT),
/* 0x6F */ SCENE_ENTRY(Z2_CLOCKTOWER, 0x0104, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x70 */ SCENE_ENTRY(Z2_ALLEY, 0x0105, SCENE_DRAW_CFG_MAT_ANIM),
};
static EntranceTableEntry sMayorsResidenceEntrance0[] = {
@ -782,17 +782,17 @@ static EntranceTableEntry* sSwampShootingGalleryEntranceTable[] = {
sSwampShootingGalleryEntrance0,
};
static EntranceTableEntry sPinaccleRockEntrance0[] = {
static EntranceTableEntry sPinnacleRockEntrance0[] = {
{ 0x25, 0x00, 0x4A14 },
};
static EntranceTableEntry sPinaccleRockEntrance1[] = {
static EntranceTableEntry sPinnacleRockEntrance1[] = {
{ 0x25, 0x01, 0x0A14 },
};
static EntranceTableEntry* sPinaccleRockEntranceTable[] = {
sPinaccleRockEntrance0,
sPinaccleRockEntrance1,
static EntranceTableEntry* sPinnacleRockEntranceTable[] = {
sPinnacleRockEntrance0,
sPinnacleRockEntrance1,
};
static EntranceTableEntry sFairyFountainEntrance0[] = {
@ -2657,116 +2657,116 @@ static EntranceTableEntry* sCutsceneEntranceTable[] = {
{ 0, NULL, NULL }
static SceneEntranceTableEntry sSceneEntranceTable[] = {
SCENE_ENTRANCE(sMayorsResidenceEntranceTable, "Z2_SONCHONOIE"),
SCENE_ENTRANCE(sMajorasLairEntranceTable, "Z2_LAST_BS"),
SCENE_ENTRANCE(sMagicHagsPotionShopEntranceTable, "Z2_WITCH_SHOP"),
SCENE_ENTRANCE(sRanchHouseEntranceTable, "Z2_OMOYA"),
SCENE_ENTRANCE(sHoneyAndDarlingsShopEntranceTable, "Z2_BOWLING"),
SCENE_ENTRANCE(sBeneathTheGraveryardEntranceTable, "Z2_HAKASHITA"),
SCENE_ENTRANCE(sSouthernSwampClearedEntranceTable, "Z2_20SICHITAI2"),
SCENE_ENTRANCE(sCuriosityShopEntranceTable, "Z2_AYASHIISHOP"),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE(sGrottosEntranceTable, "KAKUSIANA"),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE(sCutsceneEntranceTable, "SPOT00"),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE(sIkanaCanyonEntranceTable, "Z2_IKANA"),
SCENE_ENTRANCE(sPiratesFortressEntranceTable, "Z2_KAIZOKU"),
SCENE_ENTRANCE(sMilkBarEntranceTable, "Z2_MILK_BAR"),
SCENE_ENTRANCE(sStoneTowerTempleEntranceTable, "Z2_INISIE_N"),
SCENE_ENTRANCE(sTreasureChestShopEntranceTable, "Z2_TAKARAYA"),
SCENE_ENTRANCE(sStoneTowerTempleReversedEntranceTable, "Z2_INISIE_R"),
SCENE_ENTRANCE(sClockTowerRooftopEntranceTable, "Z2_OKUJOU"),
SCENE_ENTRANCE(sOpeningDungeonEntranceTable, "Z2_OPENINGDAN"),
SCENE_ENTRANCE(sWoodfallTempleEntranceTable, "Z2_MITURIN"),
SCENE_ENTRANCE(sPathToMountainVillageEntranceTable, "Z2_13HUBUKINOMITI"),
SCENE_ENTRANCE(sIkanaCastleEntranceTable, "Z2_CASTLE"),
SCENE_ENTRANCE(sDekuScrubPlaygroundEntranceTable, "Z2_DEKUTES"),
SCENE_ENTRANCE(sOdolwasLairEntranceTable, "Z2_MITURIN_BS"),
SCENE_ENTRANCE(sTownShootingGalleryEntranceTable, "Z2_SYATEKI_MIZU"),
SCENE_ENTRANCE(sSnowheadTempleEntranceTable, "Z2_HAKUGIN"),
SCENE_ENTRANCE(sMilkRoadEntranceTable, "Z2_ROMANYMAE"),
SCENE_ENTRANCE(sPiratesFortressInteriorEntranceTable, "Z2_PIRATE"),
SCENE_ENTRANCE(sSwampShootingGalleryEntranceTable, "Z2_SYATEKI_MORI"),
SCENE_ENTRANCE(sPinaccleRockEntranceTable, "Z2_SINKAI"),
SCENE_ENTRANCE(sFairyFountainEntranceTable, "Z2_YOUSEI_IZUMI"),
SCENE_ENTRANCE(sSwampSpiderHouseEntranceTable, "Z2_KINSTA1"),
SCENE_ENTRANCE(sOceansideSpiderHouseEntranceTable, "Z2_KINDAN2"),
SCENE_ENTRANCE(sAstralObservatoryEntranceTable, "Z2_TENMON_DAI"),
SCENE_ENTRANCE(sMoonDekuTrialEntranceTable, "Z2_LAST_DEKU"),
SCENE_ENTRANCE(sDekuPalaceEntranceTable, "Z2_22DEKUCITY"),
SCENE_ENTRANCE(sMountainSmithyEntranceTable, "Z2_KAJIYA"),
SCENE_ENTRANCE(sTerminaFieldEntranceTable, "Z2_00KEIKOKU"),
SCENE_ENTRANCE(sPostOfficeEntranceTable, "Z2_POSTHOUSE"),
SCENE_ENTRANCE(sMarineResearchLabEntranceTable, "Z2_LABO"),
SCENE_ENTRANCE(sDampesHouseEntranceTable, "Z2_DANPEI2TEST"),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE(sGoronShrineEntranceTable, "Z2_16GORON_HOUSE"),
SCENE_ENTRANCE(sZoraHallEntranceTable, "Z2_33ZORACITY"),
SCENE_ENTRANCE(sTradingPostEntranceTable, "Z2_8ITEMSHOP"),
SCENE_ENTRANCE(sRomaniRanchEntranceTable, "Z2_F01"),
SCENE_ENTRANCE(sTwinmoldsLairEntranceTable, "Z2_INISIE_BS"),
SCENE_ENTRANCE(sGreatBayCoastEntranceTable, "Z2_30GYOSON"),
SCENE_ENTRANCE(sZoraCapeEntranceTable, "Z2_31MISAKI"),
SCENE_ENTRANCE(sLotteryShopEntranceTable, "Z2_TAKARAKUJI"),
SCENE_ENTRANCE_NONE(),
SCENE_ENTRANCE(sPiratesFortressExteriorEntranceTable, "Z2_TORIDE"),
SCENE_ENTRANCE(sFishermansHutEntranceTable, "Z2_FISHERMAN"),
SCENE_ENTRANCE(sGoronShopEntranceTable, "Z2_GORONSHOP"),
SCENE_ENTRANCE(sDekuKingsChamberEntranceTable, "Z2_DEKU_KING"),
SCENE_ENTRANCE(sMoonGoronTrialEntranceTable, "Z2_LAST_GORON"),
SCENE_ENTRANCE(sRoadToSouthernSwampEntranceTable, "Z2_24KEMONOMITI"),
SCENE_ENTRANCE(sDoggyRacetrackEntranceTable, "Z2_F01_B"),
SCENE_ENTRANCE(sCuccoShackEntranceTable, "Z2_F01C"),
SCENE_ENTRANCE(sIkanaGraveyardEntranceTable, "Z2_BOTI"),
SCENE_ENTRANCE(sGohtsLairEntranceTable, "Z2_HAKUGIN_BS"),
SCENE_ENTRANCE(sSouthernSwampPoisonedEntranceTable, "Z2_20SICHITAI"),
SCENE_ENTRANCE(sWoodfallEntranceTable, "Z2_21MITURINMAE"),
SCENE_ENTRANCE(sMoonZoraTrialEntranceTable, "Z2_LAST_ZORA"),
SCENE_ENTRANCE(sGoronVillageSpringEntranceTable, "Z2_11GORONNOSATO2"),
SCENE_ENTRANCE(sGreatBayTempleEntranceTable, "Z2_SEA"),
SCENE_ENTRANCE(sWaterfallRapidsEntranceTable, "Z2_35TAKI"),
SCENE_ENTRANCE(sBeneathTheWellEntranceTable, "Z2_REDEAD"),
SCENE_ENTRANCE(sZoraHallRoomsEntranceTable, "Z2_BANDROOM"),
SCENE_ENTRANCE(sGoronVillageWinterEntranceTable, "Z2_11GORONNOSATO"),
SCENE_ENTRANCE(sGoronGraveryardEntranceTable, "Z2_GORON_HAKA"),
SCENE_ENTRANCE(sSakonsHideoutEntranceTable, "Z2_SECOM"),
SCENE_ENTRANCE(sMountainVillageWinterEntranceTable, "Z2_10YUKIYAMANOMURA"),
SCENE_ENTRANCE(sGhostHutEntranceTable, "Z2_TOUGITES"),
SCENE_ENTRANCE(sDekuShrineEntranceTable, "Z2_DANPEI"),
SCENE_ENTRANCE(sRoadToIkanaEntranceTable, "Z2_IKANAMAE"),
SCENE_ENTRANCE(sSwordmansSchoolEntranceTable, "Z2_DOUJOU"),
SCENE_ENTRANCE(sMusicBoxHouseEntranceTable, "Z2_MUSICHOUSE"),
SCENE_ENTRANCE(sIgosDuIkanasLairEntranceTable, "Z2_IKNINSIDE"),
SCENE_ENTRANCE(sTouristInformationEntranceTable, "Z2_MAP_SHOP"),
SCENE_ENTRANCE(sStoneTowerEntranceTable, "Z2_F40"),
SCENE_ENTRANCE(sStoneTowerInvertedEntranceTable, "Z2_F41"),
SCENE_ENTRANCE(sMountainVillageSpringEntranceTable, "Z2_10YUKIYAMANOMURA2"),
SCENE_ENTRANCE(sPathToSnowheadEntranceTable, "Z2_14YUKIDAMANOMITI"),
SCENE_ENTRANCE(sSnowheadEntranceTable, "Z2_12HAKUGINMAE"),
SCENE_ENTRANCE(sPathToGoronVillageWinterEntranceTable, "Z2_17SETUGEN"),
SCENE_ENTRANCE(sPathToGoronVillageSpringEntranceTable, "Z2_17SETUGEN2"),
SCENE_ENTRANCE(sGyorgsLairEntranceTable, "Z2_SEA_BS"),
SCENE_ENTRANCE(sSecretShrineEntranceTable, "Z2_RANDOM"),
SCENE_ENTRANCE(sStockPotInnEntranceTable, "Z2_YADOYA"),
SCENE_ENTRANCE(sGreatBayCutsceneEntranceTable, "Z2_KONPEKI_ENT"),
SCENE_ENTRANCE(sClockTowerInteriorEntranceTable, "Z2_INSIDETOWER"),
SCENE_ENTRANCE(sWoodsOfMysteryEntranceTable, "Z2_26SARUNOMORI"),
SCENE_ENTRANCE(sLostWoodsEntranceTable, "Z2_LOST_WOODS"),
SCENE_ENTRANCE(sMoonLinkTrialEntranceTable, "Z2_LAST_LINK"),
SCENE_ENTRANCE(sTheMoonEntranceTable, "Z2_SOUGEN"),
SCENE_ENTRANCE(sBombShopEntranceTable, "Z2_BOMYA"),
SCENE_ENTRANCE(sGiantsChamberEntranceTable, "Z2_KYOJINNOMA"),
SCENE_ENTRANCE(sGormanTrackEntranceTable, "Z2_KOEPONARACE"),
SCENE_ENTRANCE(sGoronRacetrackEntranceTable, "Z2_GORONRACE"),
SCENE_ENTRANCE(sEastClockTownEntranceTable, "Z2_TOWN"),
SCENE_ENTRANCE(sWestClockTownEntranceTable, "Z2_ICHIBA"),
SCENE_ENTRANCE(sNorthClockTownEntranceTable, "Z2_BACKTOWN"),
SCENE_ENTRANCE(sSouthClockTownEntranceTable, "Z2_CLOCKTOWER"),
SCENE_ENTRANCE(sLaundryPoolEntranceTable, "Z2_ALLEY"),
/* 0x00 */ SCENE_ENTRANCE(sMayorsResidenceEntranceTable, "Z2_SONCHONOIE"),
/* 0x01 */ SCENE_ENTRANCE(sMajorasLairEntranceTable, "Z2_LAST_BS"),
/* 0x02 */ SCENE_ENTRANCE(sMagicHagsPotionShopEntranceTable, "Z2_WITCH_SHOP"),
/* 0x03 */ SCENE_ENTRANCE(sRanchHouseEntranceTable, "Z2_OMOYA"),
/* 0x04 */ SCENE_ENTRANCE(sHoneyAndDarlingsShopEntranceTable, "Z2_BOWLING"),
/* 0x05 */ SCENE_ENTRANCE(sBeneathTheGraveryardEntranceTable, "Z2_HAKASHITA"),
/* 0x06 */ SCENE_ENTRANCE(sSouthernSwampClearedEntranceTable, "Z2_20SICHITAI2"),
/* 0x07 */ SCENE_ENTRANCE(sCuriosityShopEntranceTable, "Z2_AYASHIISHOP"),
/* 0x08 */ SCENE_ENTRANCE_NONE(),
/* 0x09 */ SCENE_ENTRANCE_NONE(),
/* 0x0A */ SCENE_ENTRANCE(sGrottosEntranceTable, "KAKUSIANA"),
/* 0x0B */ SCENE_ENTRANCE_NONE(),
/* 0x0C */ SCENE_ENTRANCE_NONE(),
/* 0x0D */ SCENE_ENTRANCE_NONE(),
/* 0x0E */ SCENE_ENTRANCE(sCutsceneEntranceTable, "SPOT00"),
/* 0x0F */ SCENE_ENTRANCE_NONE(),
/* 0x10 */ SCENE_ENTRANCE(sIkanaCanyonEntranceTable, "Z2_IKANA"),
/* 0x11 */ SCENE_ENTRANCE(sPiratesFortressEntranceTable, "Z2_KAIZOKU"),
/* 0x12 */ SCENE_ENTRANCE(sMilkBarEntranceTable, "Z2_MILK_BAR"),
/* 0x13 */ SCENE_ENTRANCE(sStoneTowerTempleEntranceTable, "Z2_INISIE_N"),
/* 0x14 */ SCENE_ENTRANCE(sTreasureChestShopEntranceTable, "Z2_TAKARAYA"),
/* 0x15 */ SCENE_ENTRANCE(sStoneTowerTempleReversedEntranceTable, "Z2_INISIE_R"),
/* 0x16 */ SCENE_ENTRANCE(sClockTowerRooftopEntranceTable, "Z2_OKUJOU"),
/* 0x17 */ SCENE_ENTRANCE(sOpeningDungeonEntranceTable, "Z2_OPENINGDAN"),
/* 0x18 */ SCENE_ENTRANCE(sWoodfallTempleEntranceTable, "Z2_MITURIN"),
/* 0x19 */ SCENE_ENTRANCE(sPathToMountainVillageEntranceTable, "Z2_13HUBUKINOMITI"),
/* 0x1A */ SCENE_ENTRANCE(sIkanaCastleEntranceTable, "Z2_CASTLE"),
/* 0x1B */ SCENE_ENTRANCE(sDekuScrubPlaygroundEntranceTable, "Z2_DEKUTES"),
/* 0x1C */ SCENE_ENTRANCE(sOdolwasLairEntranceTable, "Z2_MITURIN_BS"),
/* 0x1D */ SCENE_ENTRANCE(sTownShootingGalleryEntranceTable, "Z2_SYATEKI_MIZU"),
/* 0x1E */ SCENE_ENTRANCE(sSnowheadTempleEntranceTable, "Z2_HAKUGIN"),
/* 0x1F */ SCENE_ENTRANCE(sMilkRoadEntranceTable, "Z2_ROMANYMAE"),
/* 0x20 */ SCENE_ENTRANCE(sPiratesFortressInteriorEntranceTable, "Z2_PIRATE"),
/* 0x21 */ SCENE_ENTRANCE(sSwampShootingGalleryEntranceTable, "Z2_SYATEKI_MORI"),
/* 0x22 */ SCENE_ENTRANCE(sPinnacleRockEntranceTable, "Z2_SINKAI"),
/* 0x23 */ SCENE_ENTRANCE(sFairyFountainEntranceTable, "Z2_YOUSEI_IZUMI"),
/* 0x24 */ SCENE_ENTRANCE(sSwampSpiderHouseEntranceTable, "Z2_KINSTA1"),
/* 0x25 */ SCENE_ENTRANCE(sOceansideSpiderHouseEntranceTable, "Z2_KINDAN2"),
/* 0x26 */ SCENE_ENTRANCE(sAstralObservatoryEntranceTable, "Z2_TENMON_DAI"),
/* 0x27 */ SCENE_ENTRANCE(sMoonDekuTrialEntranceTable, "Z2_LAST_DEKU"),
/* 0x28 */ SCENE_ENTRANCE(sDekuPalaceEntranceTable, "Z2_22DEKUCITY"),
/* 0x29 */ SCENE_ENTRANCE(sMountainSmithyEntranceTable, "Z2_KAJIYA"),
/* 0x2A */ SCENE_ENTRANCE(sTerminaFieldEntranceTable, "Z2_00KEIKOKU"),
/* 0x2B */ SCENE_ENTRANCE(sPostOfficeEntranceTable, "Z2_POSTHOUSE"),
/* 0x2C */ SCENE_ENTRANCE(sMarineResearchLabEntranceTable, "Z2_LABO"),
/* 0x2D */ SCENE_ENTRANCE(sDampesHouseEntranceTable, "Z2_DANPEI2TEST"),
/* 0x2E */ SCENE_ENTRANCE_NONE(),
/* 0x2F */ SCENE_ENTRANCE(sGoronShrineEntranceTable, "Z2_16GORON_HOUSE"),
/* 0x30 */ SCENE_ENTRANCE(sZoraHallEntranceTable, "Z2_33ZORACITY"),
/* 0x31 */ SCENE_ENTRANCE(sTradingPostEntranceTable, "Z2_8ITEMSHOP"),
/* 0x32 */ SCENE_ENTRANCE(sRomaniRanchEntranceTable, "Z2_F01"),
/* 0x33 */ SCENE_ENTRANCE(sTwinmoldsLairEntranceTable, "Z2_INISIE_BS"),
/* 0x34 */ SCENE_ENTRANCE(sGreatBayCoastEntranceTable, "Z2_30GYOSON"),
/* 0x35 */ SCENE_ENTRANCE(sZoraCapeEntranceTable, "Z2_31MISAKI"),
/* 0x36 */ SCENE_ENTRANCE(sLotteryShopEntranceTable, "Z2_TAKARAKUJI"),
/* 0x37 */ SCENE_ENTRANCE_NONE(),
/* 0x38 */ SCENE_ENTRANCE(sPiratesFortressExteriorEntranceTable, "Z2_TORIDE"),
/* 0x39 */ SCENE_ENTRANCE(sFishermansHutEntranceTable, "Z2_FISHERMAN"),
/* 0x3A */ SCENE_ENTRANCE(sGoronShopEntranceTable, "Z2_GORONSHOP"),
/* 0x3B */ SCENE_ENTRANCE(sDekuKingsChamberEntranceTable, "Z2_DEKU_KING"),
/* 0x3C */ SCENE_ENTRANCE(sMoonGoronTrialEntranceTable, "Z2_LAST_GORON"),
/* 0x3D */ SCENE_ENTRANCE(sRoadToSouthernSwampEntranceTable, "Z2_24KEMONOMITI"),
/* 0x3E */ SCENE_ENTRANCE(sDoggyRacetrackEntranceTable, "Z2_F01_B"),
/* 0x3F */ SCENE_ENTRANCE(sCuccoShackEntranceTable, "Z2_F01C"),
/* 0x40 */ SCENE_ENTRANCE(sIkanaGraveyardEntranceTable, "Z2_BOTI"),
/* 0x41 */ SCENE_ENTRANCE(sGohtsLairEntranceTable, "Z2_HAKUGIN_BS"),
/* 0x42 */ SCENE_ENTRANCE(sSouthernSwampPoisonedEntranceTable, "Z2_20SICHITAI"),
/* 0x43 */ SCENE_ENTRANCE(sWoodfallEntranceTable, "Z2_21MITURINMAE"),
/* 0x44 */ SCENE_ENTRANCE(sMoonZoraTrialEntranceTable, "Z2_LAST_ZORA"),
/* 0x45 */ SCENE_ENTRANCE(sGoronVillageSpringEntranceTable, "Z2_11GORONNOSATO2"),
/* 0x46 */ SCENE_ENTRANCE(sGreatBayTempleEntranceTable, "Z2_SEA"),
/* 0x47 */ SCENE_ENTRANCE(sWaterfallRapidsEntranceTable, "Z2_35TAKI"),
/* 0x48 */ SCENE_ENTRANCE(sBeneathTheWellEntranceTable, "Z2_REDEAD"),
/* 0x49 */ SCENE_ENTRANCE(sZoraHallRoomsEntranceTable, "Z2_BANDROOM"),
/* 0x4A */ SCENE_ENTRANCE(sGoronVillageWinterEntranceTable, "Z2_11GORONNOSATO"),
/* 0x4B */ SCENE_ENTRANCE(sGoronGraveryardEntranceTable, "Z2_GORON_HAKA"),
/* 0x4C */ SCENE_ENTRANCE(sSakonsHideoutEntranceTable, "Z2_SECOM"),
/* 0x4D */ SCENE_ENTRANCE(sMountainVillageWinterEntranceTable, "Z2_10YUKIYAMANOMURA"),
/* 0x4E */ SCENE_ENTRANCE(sGhostHutEntranceTable, "Z2_TOUGITES"),
/* 0x4F */ SCENE_ENTRANCE(sDekuShrineEntranceTable, "Z2_DANPEI"),
/* 0x50 */ SCENE_ENTRANCE(sRoadToIkanaEntranceTable, "Z2_IKANAMAE"),
/* 0x51 */ SCENE_ENTRANCE(sSwordmansSchoolEntranceTable, "Z2_DOUJOU"),
/* 0x52 */ SCENE_ENTRANCE(sMusicBoxHouseEntranceTable, "Z2_MUSICHOUSE"),
/* 0x53 */ SCENE_ENTRANCE(sIgosDuIkanasLairEntranceTable, "Z2_IKNINSIDE"),
/* 0x54 */ SCENE_ENTRANCE(sTouristInformationEntranceTable, "Z2_MAP_SHOP"),
/* 0x55 */ SCENE_ENTRANCE(sStoneTowerEntranceTable, "Z2_F40"),
/* 0x56 */ SCENE_ENTRANCE(sStoneTowerInvertedEntranceTable, "Z2_F41"),
/* 0x57 */ SCENE_ENTRANCE(sMountainVillageSpringEntranceTable, "Z2_10YUKIYAMANOMURA2"),
/* 0x58 */ SCENE_ENTRANCE(sPathToSnowheadEntranceTable, "Z2_14YUKIDAMANOMITI"),
/* 0x59 */ SCENE_ENTRANCE(sSnowheadEntranceTable, "Z2_12HAKUGINMAE"),
/* 0x5A */ SCENE_ENTRANCE(sPathToGoronVillageWinterEntranceTable, "Z2_17SETUGEN"),
/* 0x5B */ SCENE_ENTRANCE(sPathToGoronVillageSpringEntranceTable, "Z2_17SETUGEN2"),
/* 0x5C */ SCENE_ENTRANCE(sGyorgsLairEntranceTable, "Z2_SEA_BS"),
/* 0x5D */ SCENE_ENTRANCE(sSecretShrineEntranceTable, "Z2_RANDOM"),
/* 0x5E */ SCENE_ENTRANCE(sStockPotInnEntranceTable, "Z2_YADOYA"),
/* 0x5F */ SCENE_ENTRANCE(sGreatBayCutsceneEntranceTable, "Z2_KONPEKI_ENT"),
/* 0x60 */ SCENE_ENTRANCE(sClockTowerInteriorEntranceTable, "Z2_INSIDETOWER"),
/* 0x61 */ SCENE_ENTRANCE(sWoodsOfMysteryEntranceTable, "Z2_26SARUNOMORI"),
/* 0x62 */ SCENE_ENTRANCE(sLostWoodsEntranceTable, "Z2_LOST_WOODS"),
/* 0x63 */ SCENE_ENTRANCE(sMoonLinkTrialEntranceTable, "Z2_LAST_LINK"),
/* 0x64 */ SCENE_ENTRANCE(sTheMoonEntranceTable, "Z2_SOUGEN"),
/* 0x65 */ SCENE_ENTRANCE(sBombShopEntranceTable, "Z2_BOMYA"),
/* 0x66 */ SCENE_ENTRANCE(sGiantsChamberEntranceTable, "Z2_KYOJINNOMA"),
/* 0x67 */ SCENE_ENTRANCE(sGormanTrackEntranceTable, "Z2_KOEPONARACE"),
/* 0x68 */ SCENE_ENTRANCE(sGoronRacetrackEntranceTable, "Z2_GORONRACE"),
/* 0x69 */ SCENE_ENTRANCE(sEastClockTownEntranceTable, "Z2_TOWN"),
/* 0x6A */ SCENE_ENTRANCE(sWestClockTownEntranceTable, "Z2_ICHIBA"),
/* 0x6B */ SCENE_ENTRANCE(sNorthClockTownEntranceTable, "Z2_BACKTOWN"),
/* 0x6C */ SCENE_ENTRANCE(sSouthClockTownEntranceTable, "Z2_CLOCKTOWER"),
/* 0x6D */ SCENE_ENTRANCE(sLaundryPoolEntranceTable, "Z2_ALLEY"),
};
/**

View File

@ -1,80 +1,96 @@
#include "global.h"
#include "z64snap.h"
#include "overlays/actors/ovl_En_Kakasi/z_en_kakasi.h"
typedef struct {
Actor actor;
s32 (*pictoFunc)(PlayState* play, Actor* actor);
} PictoActor;
#define PICTO_SEEN_IN_SCENE 1
#define PICTO_SEEN_ANYWHERE 2
s32 func_8013A240(PlayState* play) {
/**
* Test every loaded actor to see if it is a pictographable `PictoActor`, and if so, run its `validationFunc` to set
* appropriate flags.
*
* @return s32 Number of pictograph actors validly captured.
*/
s32 Snap_RecordPictographedActors(PlayState* play) {
PictoActor* pictoActor;
Actor* actor;
s32 type = 0;
s32 category = 0;
s32 seen;
s32 count = 0;
s32 validCount = 0;
gSaveContext.save.pictoFlags0 = 0;
gSaveContext.save.pictoFlags1 = 0;
if (play->sceneNum == SCENE_20SICHITAI) {
func_8013A41C(1);
Snap_SetFlag(PICTOGRAPH_IN_SWAMP);
}
for (; type < 12; type++) {
for (actor = play->actorCtx.actorLists[type].first; actor != NULL; actor = actor->next) {
for (; category < ACTORCAT_MAX; category++) {
for (actor = play->actorCtx.actorLists[category].first; actor != NULL; actor = actor->next) {
seen = 0;
// Actors which must be pictographed in a specific scene
switch (play->sceneNum) {
case SCENE_20SICHITAI:
if ((actor->id == ACTOR_EN_MNK) || (actor->id == ACTOR_EN_BIGOKUTA)) {
seen = 1;
seen = PICTO_SEEN_IN_SCENE;
}
break;
default:
seen = 0;
break;
}
if (actor->id) {
; // Needed to match
}
// Actors which may be pictographed anywhere
switch (actor->id) {
case ACTOR_EN_KAKASI:
if ((actor->params & 1) == 1) {
seen |= 2;
if (GET_KAKASI_ABOVE_GROUND(actor) == 1) {
seen |= PICTO_SEEN_ANYWHERE;
break; //! @bug break is inside conditional, meaning it falls through if it is false
}
// FALLTHROUGH
case ACTOR_EN_ZOV:
seen |= 2;
seen |= PICTO_SEEN_ANYWHERE;
break;
case ACTOR_EN_BAL:
seen |= 2;
seen |= PICTO_SEEN_ANYWHERE;
break;
case ACTOR_EN_DNQ:
seen |= 2;
seen |= PICTO_SEEN_ANYWHERE;
break;
case ACTOR_EN_GE1:
case ACTOR_EN_GE3:
case ACTOR_EN_KAIZOKU:
case ACTOR_EN_GE2:
seen |= 2;
seen |= PICTO_SEEN_ANYWHERE;
break;
}
if (seen != 0) {
// If actor is recordable, run its validity function and record if valid
if (seen) {
pictoActor = (PictoActor*)actor;
if (pictoActor->pictoFunc != NULL) {
if ((pictoActor->pictoFunc)(play, actor) == 0) {
count++;
if (pictoActor->validationFunc != NULL) {
if ((pictoActor->validationFunc)(play, actor) == 0) {
validCount++;
}
}
}
}
}
return count;
return validCount;
}
void func_8013A41C(s32 flag) {
// Only used in this file
void Snap_SetFlag(s32 flag) {
if (flag < 0x20) {
gSaveContext.save.pictoFlags0 |= (1 << flag);
} else {
@ -83,7 +99,8 @@ void func_8013A41C(s32 flag) {
}
}
void func_8013A46C(s32 flag) {
// Unused
void Snap_UnsetFlag(s32 flag) {
if (flag < 0x20) {
gSaveContext.save.pictoFlags0 &= ~(1 << flag);
} else {
@ -92,7 +109,7 @@ void func_8013A46C(s32 flag) {
}
}
u32 func_8013A4C4(s32 flag) {
u32 Snap_CheckFlag(s32 flag) {
SaveContext* saveCtx = &gSaveContext;
if (flag < 0x20) {
@ -103,13 +120,29 @@ u32 func_8013A4C4(s32 flag) {
}
}
s16 func_8013A504(s16 val) {
return (val >= 0) ? val : -val;
s16 Snap_AbsS(s16 val) {
return ABS(val);
}
s32 func_8013A530(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax,
s16 angleError) {
Vec3f screenSpace;
/**
* Test if a pictograph is a valid pictograph of an actor
*
* @param play
* @param actor Actor to test
* @param flag Flag to set if checks successful
* @param pos position of point to test (generally a particular point in the actor's model)
* @param rot rotation of point to test (for facing camera)
* @param distanceMin closest point may be
* @param distanceMax farthest away point may be
* @param angleRange Size of range that counts as facing the camera (-1 is used for any allowed)
* @return s32 0 on success, `or`ed combination of the validity flag indices if not
*
* @note It is generally not possible to recover the actual failure mode(s) from the return value: oring `ret` with the
* actual flag rather than its index would rectify this.
*/
s32 Snap_ValidatePictograph(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin,
f32 distanceMax, s16 angleRange) {
Vec3f projectedPos;
s16 x;
s16 y;
f32 distance;
@ -119,42 +152,51 @@ s32 func_8013A530(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* ro
s32 ret = 0;
s32 bgId;
// Check distance
distance = OLib_Vec3fDist(pos, &camera->eye);
if ((distance < distanceMin) || (distanceMax < distance)) {
func_8013A41C(0x3F);
ret = 0x3F;
Snap_SetFlag(PICTOGRAPH_BAD_DISTANCE);
ret = PICTOGRAPH_BAD_DISTANCE;
}
x = func_8013A504(Camera_GetCamDirPitch(camera) + rot->x);
y = func_8013A504(Camera_GetCamDirYaw(camera) - BINANG_SUB(rot->y, 0x7FFF));
if ((0 < angleError) && ((angleError < x) || (angleError < y))) {
func_8013A41C(0x3E);
ret |= 0x3E;
// Check rot is facing camera?
x = Snap_AbsS(Camera_GetCamDirPitch(camera) + rot->x);
y = Snap_AbsS(Camera_GetCamDirYaw(camera) - BINANG_SUB(rot->y, 0x7FFF));
if ((0 < angleRange) && ((angleRange < x) || (angleRange < y))) {
Snap_SetFlag(PICTOGRAPH_BAD_ANGLE);
ret |= PICTOGRAPH_BAD_ANGLE;
}
Actor_GetProjectedPos(play, pos, &screenSpace, &distance);
x = (s16)(screenSpace.x * distance * 160.0f + 160.0f) - 85;
y = (s16)(screenSpace.y * distance * -120.0f + 120.0f) - 67;
if ((x < 0) || (150 < x) || (y < 0) || (105 < y)) {
func_8013A41C(0x3D);
ret |= 0x3D;
// Check in capture region
Actor_GetProjectedPos(play, pos, &projectedPos, &distance);
// Convert to projected position to device coordinates, shift to be relative to the capture region's top-left corner
x = (s16)PROJECTED_TO_SCREEN_X(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_X;
y = (s16)PROJECTED_TO_SCREEN_Y(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_Y;
// checks if the coordinates are within the capture region
if ((x < 0) || (x > PICTO_RESOLUTION_HORIZONTAL) || (y < 0) || (y > PICTO_RESOLUTION_VERTICAL)) {
Snap_SetFlag(PICTOGRAPH_NOT_IN_VIEW);
ret |= PICTOGRAPH_NOT_IN_VIEW;
}
if (BgCheck_ProjectileLineTest(&play->colCtx, pos, &camera->eye, &screenSpace, &poly, true, true, true, true,
// Check not obscured by bg collision
if (BgCheck_ProjectileLineTest(&play->colCtx, pos, &camera->eye, &projectedPos, &poly, true, true, true, true,
&bgId)) {
func_8013A41C(0x3C);
ret |= 0x3C;
Snap_SetFlag(PICTOGRAPH_BEHIND_BG);
ret |= PICTOGRAPH_BEHIND_BG;
}
// Check not obscured by actor collision
actors[0] = actor;
actors[1] = &GET_PLAYER(play)->actor;
if (CollisionCheck_LineOCCheck(play, &play->colChkCtx, pos, &camera->eye, actors, 2)) {
func_8013A41C(0x3B);
ret |= 0x3B;
Snap_SetFlag(PICTOGRAPH_BEHIND_COLLISION);
ret |= PICTOGRAPH_BEHIND_COLLISION;
}
// If all of the above checks pass, set the flag
if (ret == 0) {
func_8013A41C(flag);
Snap_SetFlag(flag);
}
return ret;

View File

@ -183,19 +183,19 @@ void func_80C168D0(DemoSyoten* this, PlayState* play) {
s32 pad;
Path* path = this->unk_3E8;
Vec3s* points;
Vec3f sp30;
Vec3f sp24;
f32 sp20;
Vec3f worldPos;
Vec3f projectedPos;
f32 invW;
if (path != NULL) {
points = Lib_SegmentedToVirtual(this->unk_3E8->points);
points += this->unk_3EC;
Math_Vec3s_ToVec3f(&sp30, points);
Actor_GetProjectedPos(play, &sp30, &sp24, &sp20);
Math_Vec3f_Copy(&sp30, &this->actor.projectedPos);
sp30.z = sp30.y;
sp24.z = sp24.y;
this->actor.shape.rot.z = -Math_Vec3f_Yaw(&sp24, &sp30);
Math_Vec3s_ToVec3f(&worldPos, points);
Actor_GetProjectedPos(play, &worldPos, &projectedPos, &invW);
Math_Vec3f_Copy(&worldPos, &this->actor.projectedPos);
worldPos.z = worldPos.y;
projectedPos.z = projectedPos.y;
this->actor.shape.rot.z = -Math_Vec3f_Yaw(&projectedPos, &worldPos);
}
}

View File

@ -100,7 +100,7 @@ extern UNK_TYPE D_0600D530;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bal/func_80A61A44.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bal/func_80A61A6C.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bal/EnBal_ValidatePictograph.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bal/func_80A61ADC.s")

View File

@ -2,14 +2,15 @@
#define Z_EN_BAL_H
#include "global.h"
#include "z64snap.h"
struct EnBal;
typedef void (*EnBalActionFunc)(struct EnBal*, PlayState*);
typedef struct EnBal {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x48];
/* 0x000 */ PictoActor picto;
/* 0x148 */ char unk_148[0x44];
/* 0x18C */ EnBalActionFunc actionFunc;
/* 0x190 */ char unk_190[0x224];
} EnBal; // size = 0x3B4

View File

@ -15,7 +15,7 @@ void EnBigokuta_Destroy(Actor* thisx, PlayState* play);
void EnBigokuta_Update(Actor* thisx, PlayState* play);
void EnBigokuta_Draw(Actor* thisx, PlayState* play);
void func_80AC2B4C(PlayState* play, EnBigokuta* this);
s32 EnBigokuta_ValidatePictograph(PlayState* play, Actor* thisx);
void EnBigokuta_SetupIdle(EnBigokuta* this);
void EnBigokuta_Idle(EnBigokuta* this, PlayState* play);
void EnBigokuta_SetupRise(EnBigokuta* this, PlayState* play);
@ -95,28 +95,28 @@ static InitChainEntry sInitChain[] = {
void EnBigokuta_Init(Actor* thisx, PlayState* play) {
EnBigokuta* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
Actor_ProcessInitChain(&this->picto.actor, sInitChain);
SkelAnime_InitFlex(play, &this->skelAnime, &gBigOctoSkel, &gBigOctoIdleAnim, this->jointTable, this->morphTable,
BIGOKUTA_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->shellCollider, &this->actor, &sShellCylinderInit);
Collider_InitAndSetCylinder(play, &this->bodyCollider, &this->actor, &sBodyCylinderInit);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
this->cutscene = ActorCutscene_GetAdditionalCutscene(this->actor.cutscene);
Collider_InitAndSetCylinder(play, &this->shellCollider, &this->picto.actor, &sShellCylinderInit);
Collider_InitAndSetCylinder(play, &this->bodyCollider, &this->picto.actor, &sBodyCylinderInit);
CollisionCheck_SetInfo(&this->picto.actor.colChkInfo, NULL, &sColChkInfoInit);
this->cutscene = ActorCutscene_GetAdditionalCutscene(this->picto.actor.cutscene);
if (gSaveContext.save.weekEventReg[20] & 2 ||
((this->actor.params != 0xFF) && Flags_GetSwitch(play, this->actor.params))) {
Actor_MarkForDeath(&this->actor);
((this->picto.actor.params != 0xFF) && Flags_GetSwitch(play, this->picto.actor.params))) {
Actor_MarkForDeath(&this->picto.actor);
} else {
this->actor.world.pos.y -= 99.0f;
this->picto.actor.world.pos.y -= 99.0f;
EnBigokuta_SetupIdle(this);
}
this->subCamAt.x = (Math_SinS(this->actor.home.rot.y) * 66.0f) + this->actor.world.pos.x;
this->subCamAt.y = (this->actor.home.pos.y - 49.5f) + 42.899998f;
this->subCamAt.z = (Math_CosS(this->actor.home.rot.y) * 66.0f) + this->actor.world.pos.z;
this->subCamAt.x = (Math_SinS(this->picto.actor.home.rot.y) * 66.0f) + this->picto.actor.world.pos.x;
this->subCamAt.y = (this->picto.actor.home.pos.y - 49.5f) + 42.899998f;
this->subCamAt.z = (Math_CosS(this->picto.actor.home.rot.y) * 66.0f) + this->picto.actor.world.pos.z;
this->unkFunc = func_80AC2B4C; // set but never called
this->picto.validationFunc = EnBigokuta_ValidatePictograph;
}
void EnBigokuta_Destroy(Actor* thisx, PlayState* play) {
@ -129,15 +129,15 @@ void EnBigokuta_Destroy(Actor* thisx, PlayState* play) {
void EnBigokuta_SetupCutsceneCamera(EnBigokuta* this, PlayState* play, Vec3f* subCamAt, Vec3f* subCamEye) {
s16 angle;
ActorCutscene_Start(this->actor.cutscene, &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
ActorCutscene_Start(this->picto.actor.cutscene, &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
Play_CameraSetAtEye(play, this->subCamId, subCamAt, subCamEye);
angle = BINANG_SUB(Actor_YawToPoint(&this->actor, subCamEye), this->actor.home.rot.y);
angle = BINANG_SUB(Actor_YawToPoint(&this->picto.actor, subCamEye), this->picto.actor.home.rot.y);
if (angle > 0) {
angle = BINANG_ADD(this->actor.home.rot.y, 0x1800);
angle = BINANG_ADD(this->picto.actor.home.rot.y, 0x1800);
} else {
angle = BINANG_SUB(this->actor.home.rot.y, 0x1800);
angle = BINANG_SUB(this->picto.actor.home.rot.y, 0x1800);
}
this->subCamEye.x = (Math_SinS(angle) * 250.0f) + this->subCamAt.x;
@ -160,37 +160,38 @@ void EnBigokuta_ResetCamera(EnBigokuta* this, PlayState* play) {
subCam = Play_GetCamera(play, this->subCamId);
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
this->subCamId = SUB_CAM_ID_DONE;
ActorCutscene_Stop(this->actor.cutscene);
ActorCutscene_Stop(this->picto.actor.cutscene);
}
}
void EnBigokuta_ShootPlayer(EnBigokuta* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (&this->actor == player->actor.parent) {
if (&this->picto.actor == player->actor.parent) {
player->actor.parent = NULL;
player->unk_AE8 = 100;
player->actor.velocity.y = 0.0f;
player->actor.world.pos.x += 20.0f * Math_SinS(this->actor.home.rot.y);
player->actor.world.pos.z += 20.0f * Math_CosS(this->actor.home.rot.y);
func_800B8D50(play, &this->actor, 10.0f, this->actor.home.rot.y, 10.0f, 4);
player->actor.world.pos.x += 20.0f * Math_SinS(this->picto.actor.home.rot.y);
player->actor.world.pos.z += 20.0f * Math_CosS(this->picto.actor.home.rot.y);
func_800B8D50(play, &this->picto.actor, 10.0f, this->picto.actor.home.rot.y, 10.0f, 4);
}
EnBigokuta_ResetCamera(this, play);
}
void func_80AC2B4C(PlayState* play, EnBigokuta* this) {
func_8013A530(play, &this->actor, 3, &this->actor.focus.pos, &this->actor.shape.rot, 280.0f, 1800.0f, -1);
s32 EnBigokuta_ValidatePictograph(PlayState* play, Actor* thisx) {
return Snap_ValidatePictograph(play, thisx, PICTOGRAPH_BIG_OCTO, &thisx->focus.pos, &thisx->shape.rot, 280.0f,
1800.0f, -1);
}
s32 EnBigokuta_IsInWater(EnBigokuta* this, PlayState* play) {
WaterBox* box;
s32 bgId;
this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
if (!WaterBox_GetSurface1_2(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
&this->actor.home.pos.y, &box) ||
(this->actor.home.pos.y <= this->actor.floorHeight)) {
this->picto.actor.floorHeight = BgCheck_EntityRaycastFloor5(&play->colCtx, &this->picto.actor.floorPoly, &bgId,
&this->picto.actor, &this->picto.actor.world.pos);
if (!WaterBox_GetSurface1_2(play, &play->colCtx, this->picto.actor.world.pos.x, this->picto.actor.world.pos.z,
&this->picto.actor.home.pos.y, &box) ||
(this->picto.actor.home.pos.y <= this->picto.actor.floorHeight)) {
return false;
} else {
return true;
@ -200,9 +201,9 @@ s32 EnBigokuta_IsInWater(EnBigokuta* this, PlayState* play) {
void EnBigokuta_SpawnRipple(EnBigokuta* this, PlayState* play) {
Vec3f ripplePos;
ripplePos.x = this->actor.world.pos.x;
ripplePos.y = this->actor.home.pos.y;
ripplePos.z = this->actor.world.pos.z;
ripplePos.x = this->picto.actor.world.pos.x;
ripplePos.y = this->picto.actor.home.pos.y;
ripplePos.z = this->picto.actor.world.pos.z;
EffectSsGRipple_Spawn(play, &ripplePos, 1000, 1400, 0);
}
@ -215,9 +216,10 @@ void EnBigokuta_Idle(EnBigokuta* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 99.0f, 2.5f);
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0x1000);
if ((this->actor.xzDistToPlayer < 300.0f) && ((player->actor.world.pos.y - this->actor.home.pos.y) < 100.0f)) {
Math_StepToF(&this->picto.actor.world.pos.y, this->picto.actor.home.pos.y - 99.0f, 2.5f);
Math_ApproachS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 0x1000);
if ((this->picto.actor.xzDistToPlayer < 300.0f) &&
((player->actor.world.pos.y - this->picto.actor.home.pos.y) < 100.0f)) {
EnBigokuta_SetupRise(this, play);
}
}
@ -228,19 +230,19 @@ void EnBigokuta_SetupRise(EnBigokuta* this, PlayState* play) {
s16 angle = 0;
Animation_PlayOnce(&this->skelAnime, &gBigOctoRiseOutOfWaterAnim);
splashPos.y = this->actor.home.pos.y;
splashPos.y = this->picto.actor.home.pos.y;
for (i = 0; i < 8; i++) {
splashPos.x = Math_SinS(angle) * 70.0f + this->actor.world.pos.x;
splashPos.z = Math_CosS(angle) * 70.0f + this->actor.world.pos.z;
splashPos.x = Math_SinS(angle) * 70.0f + this->picto.actor.world.pos.x;
splashPos.z = Math_CosS(angle) * 70.0f + this->picto.actor.world.pos.z;
EffectSsGSplash_Spawn(play, &splashPos, NULL, NULL, 0, Rand_S16Offset(1000, 200));
angle = BINANG_ADD(angle, 0x2000);
}
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIOCTA_LAND);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_LAND);
this->actionFunc = EnBigokuta_RiseOutOfWater;
}
void EnBigokuta_RiseOutOfWater(EnBigokuta* this, PlayState* play) {
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 16.5f, 15.0f);
Math_StepToF(&this->picto.actor.world.pos.y, this->picto.actor.home.pos.y - 16.5f, 15.0f);
if (SkelAnime_Update(&this->skelAnime)) {
EnBigokuta_SetupIdleAboveWater(this);
}
@ -253,27 +255,27 @@ void EnBigokuta_SetupIdleAboveWater(EnBigokuta* this) {
void EnBigokuta_IdleAboveWater(EnBigokuta* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 16.5f, 2.5f);
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0x1000);
Math_StepToF(&this->picto.actor.world.pos.y, this->picto.actor.home.pos.y - 16.5f, 2.5f);
Math_ApproachS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 0x1000);
if ((this->actor.xzDistToPlayer > 400.0f) || (this->actor.playerHeightRel > 200.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIOCTA_SINK);
if ((this->picto.actor.xzDistToPlayer > 400.0f) || (this->picto.actor.playerHeightRel > 200.0f)) {
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_SINK);
EnBigokuta_SetupIdle(this);
} else if ((this->actor.xzDistToPlayer < 200.0f) && play->grabPlayer(play, GET_PLAYER(play))) {
} else if ((this->picto.actor.xzDistToPlayer < 200.0f) && play->grabPlayer(play, GET_PLAYER(play))) {
EnBigokuta_SetupSuckInPlayer(this, play);
}
}
void EnBigokuta_UpdateOrSetupCam(EnBigokuta* this, PlayState* play) {
if (this->actor.cutscene != -1) {
if (this->picto.actor.cutscene != -1) {
if (this->subCamId != SUB_CAM_ID_DONE) {
EnBigokuta_MoveCamera(this, play);
} else if (ActorCutscene_GetCanPlayNext(this->actor.cutscene)) {
} else if (ActorCutscene_GetCanPlayNext(this->picto.actor.cutscene)) {
Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN);
EnBigokuta_SetupCutsceneCamera(this, play, &mainCam->at, &mainCam->eye);
} else {
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
ActorCutscene_SetIntentToPlay(this->picto.actor.cutscene);
}
}
}
@ -281,19 +283,19 @@ void EnBigokuta_UpdateOrSetupCam(EnBigokuta* this, PlayState* play) {
void EnBigokuta_SetupSuckInPlayer(EnBigokuta* this, PlayState* play) {
Player* player = GET_PLAYER(play);
player->actor.parent = &this->actor;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
player->actor.parent = &this->picto.actor;
this->picto.actor.shape.rot.y = this->picto.actor.yawTowardsPlayer;
Math_Vec3f_Copy(&this->playerPos, &player->actor.world.pos);
this->timer = 0;
Animation_Change(&this->skelAnime, &gBigOctoIdleAnim, 1.0f, 12.0f, 12.0f, ANIMMODE_ONCE, -3.0f);
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
ActorCutscene_SetIntentToPlay(this->picto.actor.cutscene);
this->playerHoldPos.x = (Math_SinS(this->actor.shape.rot.y) * 66.0f) + this->actor.world.pos.x;
this->playerHoldPos.y = (this->actor.home.pos.y - 49.5f) + 42.899998f;
this->playerHoldPos.z = (Math_CosS(this->actor.shape.rot.y) * 66.0f) + this->actor.world.pos.z;
this->playerHoldPos.x = (Math_SinS(this->picto.actor.shape.rot.y) * 66.0f) + this->picto.actor.world.pos.x;
this->playerHoldPos.y = (this->picto.actor.home.pos.y - 49.5f) + 42.899998f;
this->playerHoldPos.z = (Math_CosS(this->picto.actor.shape.rot.y) * 66.0f) + this->picto.actor.world.pos.z;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_SLIME_DEAD);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_SLIME_DEAD);
this->actionFunc = EnBigokuta_SuckInPlayer;
}
@ -302,7 +304,7 @@ void EnBigokuta_SuckInPlayer(EnBigokuta* this, PlayState* play) {
EnBigokuta_UpdateOrSetupCam(this, play);
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 49.5f, 10.0f);
Math_StepToF(&this->picto.actor.world.pos.y, this->picto.actor.home.pos.y - 49.5f, 10.0f);
if (this->timer < 9) {
this->timer++;
@ -311,19 +313,19 @@ void EnBigokuta_SuckInPlayer(EnBigokuta* this, PlayState* play) {
player->unk_AE8 = 0;
Math_Vec3f_Copy(&player->actor.world.pos, &this->playerPos);
if (Math_Vec3f_StepTo(&player->actor.world.pos, &this->playerHoldPos, sqrtf(this->timer) * 5.0f) < 0.1f) {
s16 rotY = this->actor.shape.rot.y;
s16 rotY = this->picto.actor.shape.rot.y;
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x800)) {
if (Math_ScaledStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.home.rot.y, 0x800)) {
EnBigokuta_SetupHoldPlayer(this);
}
this->playerHoldPos.x = (Math_SinS(this->actor.shape.rot.y) * 66.0f) + this->actor.world.pos.x;
this->playerHoldPos.y = (this->actor.home.pos.y - 49.5f) + 42.899998f;
this->playerHoldPos.z = (Math_CosS(this->actor.shape.rot.y) * 66.0f) + this->actor.world.pos.z;
this->playerHoldPos.x = (Math_SinS(this->picto.actor.shape.rot.y) * 66.0f) + this->picto.actor.world.pos.x;
this->playerHoldPos.y = (this->picto.actor.home.pos.y - 49.5f) + 42.899998f;
this->playerHoldPos.z = (Math_CosS(this->picto.actor.shape.rot.y) * 66.0f) + this->picto.actor.world.pos.z;
Math_Vec3f_Copy(&player->actor.world.pos, &this->playerHoldPos);
Math_Vec3f_Copy(&this->playerPos, &player->actor.world.pos);
player->actor.shape.rot.y += BINANG_SUB(this->actor.shape.rot.y, rotY);
player->actor.shape.rot.y += BINANG_SUB(this->picto.actor.shape.rot.y, rotY);
} else {
Math_Vec3f_Copy(&this->playerPos, &player->actor.world.pos);
player->actor.velocity.y = 0.0f;
@ -345,7 +347,7 @@ void EnBigokuta_HoldPlayer(EnBigokuta* this, PlayState* play) {
if (this->timer == 0) {
EnBigokuta_ShootPlayer(this, play);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIOCTA_REVERSE);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_REVERSE);
}
} else if (this->timer == -24) {
EnBigokuta_SetupIdleAboveWater(this);
@ -362,21 +364,21 @@ void EnBigokuta_SetupDeathCutscene(EnBigokuta* this) {
void EnBigokuta_PlayDeathCutscene(EnBigokuta* this, PlayState* play) {
Player* player;
this->actor.colorFilterTimer = Animation_GetLastFrame(&gBigOctoDeathAnim);
this->picto.actor.colorFilterTimer = Animation_GetLastFrame(&gBigOctoDeathAnim);
if (this->timer != 0) {
this->timer--;
if (this->timer == 0) {
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
this->drawDmgEffAlpha = 0.0f;
Actor_SpawnIceEffects(play, &this->actor, this->limbPos, ARRAY_COUNT(this->limbPos), 2, 0.5f, 0.35f);
Actor_SpawnIceEffects(play, &this->picto.actor, this->limbPos, ARRAY_COUNT(this->limbPos), 2, 0.5f, 0.35f);
EnBigokuta_SetupDeathEffects(this);
}
} else if (ActorCutscene_GetCanPlayNext(this->cutscene)) {
ActorCutscene_Start(this->cutscene, &this->actor);
ActorCutscene_Start(this->cutscene, &this->picto.actor);
if (!(gSaveContext.eventInf[4] & 2) && !(gSaveContext.eventInf[3] & 0x20)) {
func_800B724C(play, &this->actor, 7);
func_800B724C(play, &this->picto.actor, 7);
} else {
player = GET_PLAYER(play);
player->stateFlags1 |= 0x20;
@ -394,8 +396,8 @@ void EnBigokuta_PlayDeathCutscene(EnBigokuta* this, PlayState* play) {
void EnBigokuta_SetupDeathEffects(EnBigokuta* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBigOctoDeathAnim, -5.0f);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIOCTA_DEAD2);
this->actor.flags &= ~1;
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_DEAD2);
this->picto.actor.flags &= ~1;
this->timer = 10;
this->actionFunc = EnBigokuta_PlayDeathEffects;
}
@ -407,7 +409,7 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
static Color_RGBA8 D_80AC45B8 = { 150, 150, 150, 0 };
if (SkelAnime_Update(&this->skelAnime)) {
this->actor.world.pos.y -= 0.2f;
this->picto.actor.world.pos.y -= 0.2f;
if (this->timer > 0) {
this->timer--;
@ -415,44 +417,44 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
if (this->timer == 6) {
Vec3f dustPos;
dustPos.x = this->actor.world.pos.x;
dustPos.y = this->actor.world.pos.y + 150.0f;
dustPos.z = this->actor.world.pos.z;
dustPos.x = this->picto.actor.world.pos.x;
dustPos.y = this->picto.actor.world.pos.y + 150.0f;
dustPos.z = this->picto.actor.world.pos.z;
func_800B0DE0(play, &dustPos, &gZeroVec3f, &gZeroVec3f, &D_80AC45B0, &D_80AC45B4, 1200, 20);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_OCTAROCK_DEAD2);
}
} else {
this->actor.world.pos.y -= 0.2f;
this->picto.actor.world.pos.y -= 0.2f;
if (Math_StepToF(&this->actor.scale.y, 0.001f, 0.001f)) {
if (Math_StepToF(&this->picto.actor.scale.y, 0.001f, 0.001f)) {
s32 i;
Vec3f bubbleVel;
Vec3f bubblePos;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 50, NA_SE_EN_COMMON_WATER_MID);
bubblePos.y = this->actor.world.pos.y;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->picto.actor.world.pos, 50, NA_SE_EN_COMMON_WATER_MID);
bubblePos.y = this->picto.actor.world.pos.y;
for (i = 0; i < 20; i++) {
bubbleVel.x = randPlusMinusPoint5Scaled(10.0f);
bubbleVel.y = Rand_ZeroFloat(5.5f) + 5.5f;
bubbleVel.z = randPlusMinusPoint5Scaled(10.0f);
bubblePos.x = this->actor.world.pos.x + (2.0f * bubbleVel.x);
bubblePos.z = this->actor.world.pos.z + (2.0f * bubbleVel.z);
bubblePos.x = this->picto.actor.world.pos.x + (2.0f * bubbleVel.x);
bubblePos.z = this->picto.actor.world.pos.z + (2.0f * bubbleVel.z);
EffectSsDtBubble_SpawnCustomColor(play, &bubblePos, &bubbleVel, &D_80AC45A4, &D_80AC45B0,
&D_80AC45B8, Rand_S16Offset(150, 50), 25, 0);
}
if (this->actor.params != 0xFF) {
Flags_SetSwitch(play, this->actor.params);
if (this->picto.actor.params != 0xFF) {
Flags_SetSwitch(play, this->picto.actor.params);
}
ActorCutscene_Stop(this->cutscene);
Actor_MarkForDeath(&this->actor);
Actor_MarkForDeath(&this->picto.actor);
if (!(gSaveContext.eventInf[4] & 2) && !(gSaveContext.eventInf[3] & 0x20)) {
func_800B724C(play, &this->actor, 6);
func_800B724C(play, &this->picto.actor, 6);
} else {
Player* player = GET_PLAYER(play);
@ -461,18 +463,19 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
}
if (this->drawDmgEffAlpha > 0.0f) {
this->drawDmgEffAlpha = this->actor.scale.y * 30.30303f;
this->drawDmgEffAlpha = this->picto.actor.scale.y * 30.30303f;
}
}
} else {
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 16.5f, 15.0f);
Math_StepToF(&this->picto.actor.world.pos.y, this->picto.actor.home.pos.y - 16.5f, 15.0f);
}
}
s32 EnBigokuta_IsNearSwampBoat(EnBigokuta* this, PlayState* play) {
this->actor.child = SubS_FindActor(play, NULL, ACTORCAT_BG, ACTOR_BG_INGATE);
this->picto.actor.child = SubS_FindActor(play, NULL, ACTORCAT_BG, ACTOR_BG_INGATE);
if ((this->actor.child != NULL) && (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) < 250.0f)) {
if ((this->picto.actor.child != NULL) &&
(Actor_XZDistanceBetweenActors(&this->picto.actor, this->picto.actor.child) < 250.0f)) {
return true;
} else {
return false;
@ -484,7 +487,7 @@ void EnBigokuta_CheckOneHitKill(EnBigokuta* this, PlayState* play) {
((this->bodyCollider.base.acFlags & AC_HIT) ||
((play->sceneNum == SCENE_20SICHITAI || play->sceneNum == SCENE_20SICHITAI2) &&
EnBigokuta_IsNearSwampBoat(this, play)))) {
Enemy_StartFinishingBlow(play, &this->actor);
Enemy_StartFinishingBlow(play, &this->picto.actor);
if (this->bodyCollider.base.acFlags & AC_HIT) {
if (this->bodyCollider.info.acHitInfo->toucher.dmgFlags & 0x1000) { // Ice Arrow
@ -503,7 +506,7 @@ void EnBigokuta_CheckOneHitKill(EnBigokuta* this, PlayState* play) {
}
this->bodyCollider.base.acFlags &= ~AC_HIT;
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, Animation_GetLastFrame(&gBigOctoDeathAnim));
Actor_SetColorFilter(&this->picto.actor, 0x4000, 255, 0, Animation_GetLastFrame(&gBigOctoDeathAnim));
EnBigokuta_ShootPlayer(this, play);
EnBigokuta_SetupDeathCutscene(this);
}
@ -514,7 +517,7 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play) {
EnBigokuta* this = THIS;
if (!EnBigokuta_IsInWater(this, play)) {
Actor_MarkForDeath(&this->actor);
Actor_MarkForDeath(&this->picto.actor);
return;
}
@ -526,9 +529,11 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if ((this->bodyCollider.base.acFlags & AC_ON)) {
this->shellCollider.dim.pos.x = Math_SinS(this->actor.shape.rot.y) * -20.0f + this->actor.world.pos.x;
this->shellCollider.dim.pos.y = this->actor.world.pos.y;
this->shellCollider.dim.pos.z = Math_CosS(this->actor.shape.rot.y) * -20.0f + this->actor.world.pos.z;
this->shellCollider.dim.pos.x =
Math_SinS(this->picto.actor.shape.rot.y) * -20.0f + this->picto.actor.world.pos.x;
this->shellCollider.dim.pos.y = this->picto.actor.world.pos.y;
this->shellCollider.dim.pos.z =
Math_CosS(this->picto.actor.shape.rot.y) * -20.0f + this->picto.actor.world.pos.z;
this->bodyCollider.dim.pos.x = this->shellCollider.dim.pos.x;
this->bodyCollider.dim.pos.y = this->shellCollider.dim.pos.y;
@ -537,7 +542,7 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->shellCollider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->shellCollider.base);
Actor_SetFocus(&this->actor, 82.5f);
Actor_SetFocus(&this->picto.actor, 82.5f);
}
if (this->drawDmgEffAlpha > 0.0f) {
@ -546,7 +551,7 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play) {
this->drawDmgEffScale = (this->drawDmgEffAlpha + 1.0f) * 0.6f;
this->drawDmgEffScale = CLAMP_MAX(this->drawDmgEffScale, 1.2f);
} else if (!Math_StepToF(&this->drawDmgEffFrozenSteamScale, 1.2f, 0.030000001f)) {
func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
func_800B9010(&this->picto.actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
}
}
}
@ -658,18 +663,18 @@ void EnBigokuta_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(&gfx[1], 255, 255, 255, 255);
POLY_OPA_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnBigokuta_OverrideLimbDraw, EnBigokuta_PostLimbDraw, &this->actor, &gfx[2]);
EnBigokuta_OverrideLimbDraw, EnBigokuta_PostLimbDraw, &this->picto.actor, &gfx[2]);
} else {
Scene_SetRenderModeXlu(play, 1, 2);
gfx = POLY_XLU_DISP;
gSPDisplayList(&gfx[0], &sSetupDL[6 * 25]);
gDPSetEnvColor(&gfx[1], 0, 0, 0, (this->actor.scale.y * 7727.273f));
gDPSetEnvColor(&gfx[1], 0, 0, 0, (this->picto.actor.scale.y * 7727.273f));
POLY_XLU_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
NULL, EnBigokuta_PostLimbDraw, &this->actor, &gfx[2]);
NULL, EnBigokuta_PostLimbDraw, &this->picto.actor, &gfx[2]);
}
Actor_DrawDamageEffects(play, &this->actor, this->limbPos, ARRAY_COUNT(this->limbPos), this->drawDmgEffScale,
Actor_DrawDamageEffects(play, &this->picto.actor, this->limbPos, ARRAY_COUNT(this->limbPos), this->drawDmgEffScale,
this->drawDmgEffFrozenSteamScale, this->drawDmgEffAlpha, this->drawDmgEffType);
CLOSE_DISPS(play->state.gfxCtx);

View File

@ -2,16 +2,15 @@
#define Z_EN_BIGOKUTA_H
#include "global.h"
#include "z64snap.h"
#include "assets/objects/object_bigokuta/object_bigokuta.h"
struct EnBigokuta;
typedef void (*EnBigokutaActionFunc)(struct EnBigokuta*, PlayState*);
typedef void (*EnBigokutaUnkFunc)(PlayState*, struct EnBigokuta*);
typedef struct EnBigokuta {
/* 0x000 */ Actor actor;
/* 0x144 */ EnBigokutaUnkFunc unkFunc; // possibly something to do with photographing
/* 0x000 */ PictoActor picto;
/* 0x148 */ SkelAnime skelAnime;
/* 0x18C */ EnBigokutaActionFunc actionFunc;
/* 0x190 */ u8 drawDmgEffType;

View File

@ -80,8 +80,9 @@ static AnimationInfoS D_80A5349C[] = {
{ &object_dnq_Anim_003DBC, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
};
void func_80A52530(PlayState* play, EnDnq* this) {
func_8013A530(play, &this->actor, 10, &this->actor.focus.pos, &this->actor.world.rot, 120.0f, 480.0f, 0x38E3);
s32 EnDnq_ValidatePictograph(PlayState* play, Actor* thisx) {
return Snap_ValidatePictograph(play, thisx, PICTOGRAPH_DEKU_KING, &thisx->focus.pos, &thisx->world.rot, 120.0f,
480.0f, 0x38E3);
}
s32 func_80A5257C(EnDnq* this, s32 arg1) {
@ -111,7 +112,7 @@ s32 func_80A5257C(EnDnq* this, s32 arg1) {
}
void func_80A52604(EnDnq* this, PlayState* play) {
Collider_UpdateCylinder(&this->actor, &this->collider);
Collider_UpdateCylinder(&this->picto.actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
@ -120,7 +121,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) {
if (play->csCtx.state != 0) {
if (!(this->unk_37C & 0x20)) {
this->actor.flags &= ~ACTOR_FLAG_1;
this->picto.actor.flags &= ~ACTOR_FLAG_1;
this->unk_1DC = 0xFF;
this->unk_37C |= 0x20;
}
@ -128,7 +129,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) {
ret = true;
} else {
if (this->unk_37C & 0x20) {
this->actor.flags |= ACTOR_FLAG_1;
this->picto.actor.flags |= ACTOR_FLAG_1;
this->unk_1DC = 0xFF;
this->unk_37C &= ~0x20;
SubS_UpdateFlags(&this->unk_37C, 3, 7);
@ -196,10 +197,10 @@ s32 func_80A52944(EnDnq* this) {
if (this->unk_386 == 0) {
func_80A5257C(this, 12);
this->unk_38C = 1;
this->actor.shape.rot.y = this->actor.world.rot.y;
this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y;
this->unk_386 = 1;
phi_v1 = this->unk_38C * 0x2000;
this->actor.shape.rot.y += phi_v1;
this->picto.actor.shape.rot.y += phi_v1;
} else if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->unk_386++;
if (this->unk_386 >= 6) {
@ -214,8 +215,8 @@ s32 func_80A52944(EnDnq* this) {
func_80A5257C(this, 13);
this->skelAnime.curFrame = 0.0f;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
this->actor.shape.rot.y += phi_v1;
this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y;
this->picto.actor.shape.rot.y += phi_v1;
}
this->unk_38A = 0;
@ -233,7 +234,7 @@ s32 func_80A52A78(EnDnq* this, PlayState* play) {
this->unk_388 = play->state.frames % 5;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y;
if (this->unk_38C != 0) {
this->unk_38C--;
}
@ -256,7 +257,7 @@ s32 func_80A52B68(EnDnq* this, PlayState* play) {
Player* player = GET_PLAYER(play);
u16 temp = play->msgCtx.currentTextId;
if ((player->stateFlags1 & 0x40) && (player->targetActor == &this->actor)) {
if ((player->stateFlags1 & 0x40) && (player->targetActor == &this->picto.actor)) {
switch (temp) {
case 0x89B:
func_80A5257C(this, 18);
@ -300,9 +301,9 @@ void func_80A52C6C(EnDnq* this, PlayState* play) {
Vec3f sp1C;
Math_Vec3f_Copy(&sp1C, &player->actor.world.pos);
Lib_Vec3f_TranslateAndRotateY(&this->actor.world.pos, this->actor.world.rot.y, &sp34, &sp28);
Lib_Vec3f_TranslateAndRotateY(&this->picto.actor.world.pos, this->picto.actor.world.rot.y, &sp34, &sp28);
Math_Vec3f_Copy(&this->unk_370, &sp28);
this->actor.xzDistToPlayer = Math_Vec3f_DistXZ(&sp28, &sp1C);
this->picto.actor.xzDistToPlayer = Math_Vec3f_DistXZ(&sp28, &sp1C);
}
s32* func_80A52CF8(EnDnq* this, PlayState* play) {
@ -320,7 +321,7 @@ s32* func_80A52CF8(EnDnq* this, PlayState* play) {
s32 func_80A52D44(EnDnq* this, PlayState* play) {
s32 ret = false;
if ((this->unk_37C & 7) && Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if ((this->unk_37C & 7) && Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
SubS_UpdateFlags(&this->unk_37C, 0, 7);
this->unk_380 = func_80A52CF8(this, play);
this->actionFunc = func_80A52FB8;
@ -332,7 +333,7 @@ s32 func_80A52D44(EnDnq* this, PlayState* play) {
void func_80A52DC8(EnDnq* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yaw = this->actor.yawTowardsPlayer - this->actor.world.rot.y;
s16 yaw = this->picto.actor.yawTowardsPlayer - this->picto.actor.world.rot.y;
if (yaw <= 0x3800) {
SubS_UpdateFlags(&this->unk_37C, 3, 7);
@ -350,37 +351,37 @@ void func_80A52DC8(EnDnq* this, PlayState* play) {
}
}
this->unk_394 = this->actor.xzDistToPlayer;
this->unk_394 = this->picto.actor.xzDistToPlayer;
func_80A52C6C(this, play);
if (this->actor.xzDistToPlayer < this->unk_390) {
if (this->picto.actor.xzDistToPlayer < this->unk_390) {
player->unk_B2B = 0x1A;
}
this->actor.xzDistToPlayer = this->unk_394;
this->picto.actor.xzDistToPlayer = this->unk_394;
if (gSaveContext.save.weekEventReg[83] & 8) {
func_80A52A78(this, play);
} else if (this->unk_3A4 == 0) {
Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0x2AA8);
Math_ApproachS(&this->picto.actor.shape.rot.y, this->picto.actor.world.rot.y, 3, 0x2AA8);
func_80A526F8(this);
} else {
func_80A52944(this);
}
} else {
Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0x2AA8);
Math_ApproachS(&this->picto.actor.shape.rot.y, this->picto.actor.world.rot.y, 3, 0x2AA8);
this->unk_390 = 70.0f;
}
}
void func_80A52FB8(EnDnq* this, PlayState* play) {
s16 sp2E = this->actor.yawTowardsPlayer;
s16 sp2E = this->picto.actor.yawTowardsPlayer;
if (func_8010BF58(&this->actor, play, this->unk_380, NULL, &this->unk_1E0)) {
if (func_8010BF58(&this->picto.actor, play, this->unk_380, NULL, &this->unk_1E0)) {
SubS_UpdateFlags(&this->unk_37C, 3, 7);
this->unk_386 = 0;
this->actionFunc = func_80A52DC8;
} else {
Math_ApproachS(&this->actor.shape.rot.y, sp2E, 3, 0x2AA8);
Math_ApproachS(&this->picto.actor.shape.rot.y, sp2E, 3, 0x2AA8);
}
}
@ -400,7 +401,7 @@ void func_80A53038(EnDnq* this, PlayState* play) {
}
if ((this->unk_398 == 4) && Animation_OnFrame(&this->skelAnime, 2.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KINGNUTS_DAMAGE);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_KINGNUTS_DAMAGE);
}
if (((this->unk_398 == 3) || (this->unk_398 == 6)) &&
@ -408,21 +409,21 @@ void func_80A53038(EnDnq* this, PlayState* play) {
func_80A5257C(this, this->unk_398 + 1);
}
Cutscene_ActorTranslateAndYaw(&this->actor, play, temp_v0);
Cutscene_ActorTranslateAndYaw(&this->picto.actor, play, temp_v0);
}
}
void EnDnq_Init(Actor* thisx, PlayState* play) {
EnDnq* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 14.0f);
ActorShape_Init(&this->picto.actor.shape, 0.0f, NULL, 14.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dnq_Skel_00EB48, NULL, this->jointTable, this->morphTable, 33);
this->unk_398 = -1;
func_80A5257C(this, 0);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.02f);
this->actor.targetMode = 1;
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->picto.actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
Actor_SetScale(&this->picto.actor, 0.02f);
this->picto.actor.targetMode = 1;
this->unk_386 = 0;
this->unk_37C = 0;
SubS_UpdateFlags(&this->unk_37C, 3, 7);
@ -431,7 +432,7 @@ void EnDnq_Init(Actor* thisx, PlayState* play) {
} else {
this->unk_3A4 = 0;
}
this->unk_144 = func_80A52530;
this->picto.validationFunc = EnDnq_ValidatePictograph;
this->actionFunc = func_80A52DC8;
}
@ -451,13 +452,13 @@ void EnDnq_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
func_80A52B68(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
this->unk_394 = this->actor.xzDistToPlayer;
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 30.0f, 12.0f, 0.0f, 4);
this->unk_394 = this->picto.actor.xzDistToPlayer;
func_80A52C6C(this, play);
func_8013C964(&this->actor, play, this->unk_390, fabsf(this->actor.playerHeightRel) + 1.0f, EXCH_ITEM_NONE,
this->unk_37C & 7);
this->actor.xzDistToPlayer = this->unk_394;
Actor_SetFocus(&this->actor, 46.0f);
func_8013C964(&this->picto.actor, play, this->unk_390, fabsf(this->picto.actor.playerHeightRel) + 1.0f,
EXCH_ITEM_NONE, this->unk_37C & 7);
this->picto.actor.xzDistToPlayer = this->unk_394;
Actor_SetFocus(&this->picto.actor, 46.0f);
func_80A52604(this, play);
}
}
@ -467,5 +468,5 @@ void EnDnq_Draw(Actor* thisx, PlayState* play) {
func_8012C28C(play->state.gfxCtx);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
NULL, &this->actor);
NULL, &this->picto.actor);
}

View File

@ -2,15 +2,14 @@
#define Z_EN_DNQ_H
#include "global.h"
#include "z64snap.h"
struct EnDnq;
typedef void (*EnDnqActionFunc)(struct EnDnq*, PlayState*);
typedef void (*EnDnqFunc)(PlayState*, struct EnDnq*);
typedef struct EnDnq {
/* 0x000 */ Actor actor;
/* 0x144 */ EnDnqFunc unk_144;
/* 0x000 */ PictoActor picto;
/* 0x148 */ SkelAnime skelAnime;
/* 0x18C */ EnDnqActionFunc actionFunc;
/* 0x190 */ ColliderCylinder collider;

View File

@ -15,7 +15,6 @@ void EnGe1_Destroy(Actor* thisx, PlayState* play);
void EnGe1_Update(Actor* thisx, PlayState* play);
void EnGe1_Draw(Actor* thisx, PlayState* play);
#if 0
const ActorInit En_Ge1_InitVars = {
ACTOR_EN_GE1,
ACTORCAT_NPC,
@ -28,45 +27,432 @@ const ActorInit En_Ge1_InitVars = {
(ActorFunc)EnGe1_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_809464D0 = {
{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ENEMY, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x01000202, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x01000202, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 20, 40, 0, { 0, 0, 0 } },
};
#endif
//! State flags
extern ColliderCylinderInit D_809464D0;
//! Disable normal movement to let pathing function control it completely.
#define GERUDO_WHITE_STATE_DISABLE_MOVEMENT (1 << 3)
extern UNK_TYPE D_06002B98;
typedef enum {
/* 0 */ GERUDO_WHITE_HAIR_BOB,
/* 1 */ GERUDO_WHITE_HAIR_STRAIGHT,
/* 2 */ GERUDO_WHITE_HAIR_SPIKEY
} GerudoWhiteHairstyle;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/EnGe1_Init.s")
typedef enum {
/* -1 */ GERUDO_WHITE_ANIM_NONE = -1,
/* 0 */ GERUDO_WHITE_ANIM_ARMS_FOLDED,
/* 1 */ GERUDO_WHITE_ANIM_UNFOLDING_ARMS, // Unused
/* 2 */ GERUDO_WHITE_ANIM_STANDING_HEAD_BOWED,
/* 3 */ GERUDO_WHITE_ANIM_STIFFENING,
/* 4 */ GERUDO_WHITE_ANIM_STIFF_SHIVERING,
/* 5 */ GERUDO_WHITE_ANIM_TRUDGING_OFF,
/* 6 */ GERUDO_WHITE_ANIM_EXCITED_CLAPPING,
/* 7 */ GERUDO_WHITE_ANIM_SALUTE,
/* 8 */ GERUDO_WHITE_ANIM_LEADING_BOAT,
/* 9 */ GERUDO_WHITE_ANIM_BLOWN_AWAY,
} GerudoWhiteAnimations;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/EnGe1_Destroy.s")
void EnGe1_SetAnimation(EnGe1* this, s16 index, u8 mode, f32 morphFrames);
void EnGe1_ShadowDraw(Actor* actor, Lights* lights, PlayState* play);
void EnGe1_Wait(EnGe1* this, PlayState* play);
void EnGe1_PerformCutsceneActions(EnGe1* this, PlayState* play);
s32 EnGe1_ValidatePictograph(PlayState* play, Actor* this);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_809457EC.s")
void EnGe1_Init(Actor* thisx, PlayState* play) {
EnGe1* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945924.s")
ActorShape_Init(&this->picto.actor.shape, 0.0f, EnGe1_ShadowDraw, 30.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoWhiteSkel, &gGerudoWhiteArmsFoldedAnim, this->jointTable,
this->morphTable, GERUDO_WHITE_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit);
this->picto.actor.colChkInfo.mass = MASS_IMMOVABLE;
this->picto.actor.targetMode = 6;
Actor_SetScale(&this->picto.actor, 0.01f);
this->curAnim = this->csAction = -1; // GERUDO_WHITE_ANIM_NONE
this->stateFlags = 0;
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_ARMS_FOLDED, ANIMMODE_LOOP, 0.0f);
this->actionFunc = EnGe1_Wait;
this->picto.validationFunc = EnGe1_ValidatePictograph;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945A00.s")
switch (GERUDO_WHITE_GET_TYPE(&this->picto.actor)) {
default:
this->hairstyle = GERUDO_WHITE_HAIR_BOB;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945A9C.s")
case GERUDO_WHITE_TYPE_HAIR_STRAIGHT:
this->hairstyle = GERUDO_WHITE_HAIR_STRAIGHT;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945B60.s")
case GERUDO_WHITE_TYPE_HAIR_SPIKEY:
this->hairstyle = GERUDO_WHITE_HAIR_SPIKEY;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945C50.s")
case GERUDO_WHITE_TYPE_CUTSCENE: // Only type used in-game
this->hairstyle = GERUDO_WHITE_HAIR_BOB;
this->actionFunc = EnGe1_PerformCutsceneActions;
this->picto.actor.draw = NULL;
this->picto.actor.flags |= ACTOR_FLAG_20 | ACTOR_FLAG_10;
this->picto.actor.flags &= ~ACTOR_FLAG_1;
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945CAC.s")
this->picto.actor.terminalVelocity = -9.0f;
this->picto.actor.velocity.y = -9.0f;
this->picto.actor.gravity = -1.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80945CE4.s")
void EnGe1_Destroy(Actor* thisx, PlayState* play) {
EnGe1* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/EnGe1_Update.s")
Collider_DestroyCylinder(play, &this->collider);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80946190.s")
void EnGe1_SetAnimation(EnGe1* this, s16 index, u8 mode, f32 morphFrames) {
static AnimationHeader* sAnimations[] = {
&gGerudoWhiteArmsFoldedAnim, // GERUDO_WHITE_ANIM_ARMS_FOLDED,
&gGerudoWhiteUnfoldingArmsAnim, // GERUDO_WHITE_ANIM_UNFOLDING_ARMS
&gGerudoWhiteStandingHeadBowedAnim, // GERUDO_WHITE_ANIM_STANDING_HEAD_BOWED,
&gGerudoWhiteStiffeningAnim, // GERUDO_WHITE_ANIM_STIFFENING,
&gGerudoWhiteStiffShiveringAnim, // GERUDO_WHITE_ANIM_STIFF_SHIVERING,
&gGerudoWhiteTrudgingOffAnim, // GERUDO_WHITE_ANIM_TRUDGING_OFF,
&gGerudoWhiteExcitedClappingAnim, // GERUDO_WHITE_ANIM_EXCITED_CLAPPING,
&gGerudoWhiteSaluteAnim, // GERUDO_WHITE_ANIM_SALUTE,
&gGerudoWhiteGreatBayCutsceneAnim, // GERUDO_WHITE_ANIM_LEADING_BOAT,
&gGerudoWhiteGreatBayCutsceneAnim, // GERUDO_WHITE_ANIM_BLOWN_AWAY,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80946238.s")
// The GERUDO_WHITE_ANIM_LEADING_BOAT / GERUDO_WHITE_ANIM_BLOWN_AWAY cases are single frames of an "animation" used
// as static poses.
switch (index) {
case GERUDO_WHITE_ANIM_LEADING_BOAT:
Animation_Change(&this->skelAnime, sAnimations[index], 0.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f);
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/func_80946368.s")
case GERUDO_WHITE_ANIM_BLOWN_AWAY:
Animation_Change(&this->skelAnime, sAnimations[index], 0.0f, 1.0f, 1.0f, ANIMMODE_ONCE, 0.0f);
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Ge1/EnGe1_Draw.s")
default:
Animation_Change(&this->skelAnime, sAnimations[index], 1.0f, 0.0f,
Animation_GetLastFrame(sAnimations[index]), mode, morphFrames);
break;
}
this->curAnim = index;
}
void EnGe1_LookAtPlayer(EnGe1* this, PlayState* play) {
s16 yawDiff = this->picto.actor.yawTowardsPlayer - this->picto.actor.shape.rot.y;
if ((ABS_ALT(yawDiff) <= 0x4300) && (this->picto.actor.xzDistToPlayer < 100.0f)) {
Actor_TrackPlayer(play, &this->picto.actor, &this->headRot, &this->torsoRot, this->picto.actor.focus.pos);
} else {
Math_SmoothStepToS(&this->headRot.x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&this->headRot.y, 0, 6, 0x1838, 0x64);
}
}
void EnGe1_ShadowDraw(Actor* thisx, Lights* lights, PlayState* play) {
Vec3f pos;
EnGe1* this = THIS;
Math_Vec3f_Copy(&pos, &this->picto.actor.world.pos);
Math_Vec3f_Copy(&this->picto.actor.world.pos, &this->waistPos);
func_800B4AEC(play, &this->picto.actor, 50.0f);
this->picto.actor.world.pos.y = MAX(this->picto.actor.floorHeight, pos.y);
ActorShadow_DrawCircle(&this->picto.actor, lights, play);
Math_Vec3f_Copy(&this->picto.actor.world.pos, &pos);
}
void EnGe1_SetupPath(EnGe1* this, PlayState* play) {
s32 pad;
Vec3s* point;
Vec3f nextPoint;
this->curPoint = 0;
if (GERUDO_WHITE_GET_PATH(&this->picto.actor) != 0x3F) {
this->path = &play->setupPathList[GERUDO_WHITE_GET_PATH(&this->picto.actor)];
if (this->path != NULL) {
point = Lib_SegmentedToVirtual(this->path->points);
Math_Vec3s_ToVec3f(&this->picto.actor.world.pos, point);
this->curPoint++;
point++;
Math_Vec3s_ToVec3f(&nextPoint, point);
this->picto.actor.world.rot.y = Math_Vec3f_Yaw(&this->picto.actor.world.pos, &nextPoint);
this->picto.actor.world.rot.x = Math_Vec3f_Pitch(&this->picto.actor.world.pos, &nextPoint);
this->picto.actor.speedXZ = 15.0f;
}
} else {
this->path = NULL;
}
}
/**
* @return s32 true if close to next point or no path set.
*/
s32 EnGe1_FollowPath(EnGe1* this) {
s32 pad;
Path* path = this->path;
Vec3s* points;
Vec3f point;
s16 yawTarget;
s16 pitchTarget;
if (path == NULL) {
return true;
}
points = Lib_SegmentedToVirtual(this->path->points);
points += this->curPoint;
Math_Vec3s_ToVec3f(&point, points);
yawTarget = Math_Vec3f_Yaw(&this->picto.actor.world.pos, &point);
pitchTarget = Math_Vec3f_Pitch(&this->picto.actor.world.pos, &point);
Math_SmoothStepToS(&this->picto.actor.world.rot.y, yawTarget, 0xA, 0x3E8, 0x64);
Math_SmoothStepToS(&this->picto.actor.world.rot.x, pitchTarget, 6, 0x7D0, 0xC8);
Actor_MoveWithoutGravityReverse(&this->picto.actor);
if (Math_Vec3f_DistXYZ(&this->picto.actor.world.pos, &point) < 40.0f) {
return true;
} else {
return false;
}
}
void EnGe1_Scream(EnGe1* this) {
if ((s32)Rand_ZeroFloat(2.0f) == 0) {
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_VO_FPVO00);
} else {
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_VO_FPVO01);
}
}
void EnGe1_Wait(EnGe1* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
EnGe1_LookAtPlayer(this, play);
}
void EnGe1_PerformCutsceneActions(EnGe1* this, PlayState* play) {
s16 csAction;
if (SkelAnime_Update(&this->skelAnime) && (this->csAction == 3)) {
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_STIFF_SHIVERING, ANIMMODE_LOOP, 0.0f);
}
if (Cutscene_CheckActorAction(play, 0x79)) {
this->picto.actor.draw = EnGe1_Draw;
csAction = play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 0x79)]->action;
switch (csAction) {
case 8:
this->stateFlags &= ~GERUDO_WHITE_STATE_DISABLE_MOVEMENT;
break;
case 9:
this->stateFlags |= GERUDO_WHITE_STATE_DISABLE_MOVEMENT;
break;
default:
this->stateFlags &= ~GERUDO_WHITE_STATE_DISABLE_MOVEMENT;
Cutscene_ActorTranslateAndYaw(&this->picto.actor, play, Cutscene_GetActorActionIndex(play, 0x79));
break;
}
if (this->csAction != csAction) {
this->csAction = csAction;
switch (this->csAction) {
// Aveil cutscene
case 1:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_ARMS_FOLDED, ANIMMODE_LOOP, 0.0f);
break;
case 2:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_STANDING_HEAD_BOWED, ANIMMODE_LOOP, 0.0f);
break;
case 3:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_STIFFENING, ANIMMODE_ONCE, 0.0f);
break;
case 4:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_TRUDGING_OFF, ANIMMODE_ONCE, 0.0f);
break;
case 5:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_EXCITED_CLAPPING, ANIMMODE_LOOP, 0.0f);
break;
case 6:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_SALUTE, ANIMMODE_ONCE, 0.0f);
break;
case 7:
Actor_MarkForDeath(&this->picto.actor);
break;
// Twister cutscene
case 8:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_LEADING_BOAT, ANIMMODE_ONCE, 0.0f);
break;
case 9:
EnGe1_SetAnimation(this, GERUDO_WHITE_ANIM_BLOWN_AWAY, ANIMMODE_ONCE, 0.0f);
EnGe1_SetupPath(this, play);
this->stateFlags |= GERUDO_WHITE_STATE_DISABLE_MOVEMENT;
this->screamTimer = (s32)(Rand_ZeroFloat(10.0f) + 20.0f);
break;
}
SkelAnime_Update(&this->skelAnime);
}
if ((this->curAnim == GERUDO_WHITE_ANIM_TRUDGING_OFF) &&
(Animation_OnFrame(&this->skelAnime, 12.0f) || Animation_OnFrame(&this->skelAnime, 25.0f))) {
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_PIRATE_WALK);
}
if ((this->curAnim == GERUDO_WHITE_ANIM_SALUTE) && Animation_OnFrame(&this->skelAnime, 14.0f)) {
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_PIRATE_WALK);
}
} else {
this->picto.actor.draw = NULL;
}
if (this->csAction == 9) {
if ((this->curPoint < this->path->count) && EnGe1_FollowPath(this)) {
this->curPoint++;
}
// Tumble in the air
this->picto.actor.shape.rot.x += 0x3E8;
this->picto.actor.shape.rot.y += 0x7D0;
this->picto.actor.shape.rot.z += 0x1F4;
if (this->screamTimer > 0) {
this->screamTimer--;
} else {
this->screamTimer = (s32)(Rand_ZeroFloat(10.0f) + 20.0f);
EnGe1_Scream(this);
}
}
}
void EnGe1_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnGe1* this = THIS;
if (this->picto.actor.draw != NULL) {
Collider_UpdateCylinder(&this->picto.actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
if (!(this->stateFlags & GERUDO_WHITE_STATE_DISABLE_MOVEMENT)) {
Actor_MoveWithGravity(&this->picto.actor);
}
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 40.0f, 25.0f, 40.0f, 5);
this->actionFunc(this, play);
this->torsoRot.x = this->torsoRot.y = this->torsoRot.z = 0;
if (DECR(this->blinkTimer) == 0) {
this->blinkTimer = Rand_S16Offset(60, 60);
}
this->eyeIndex = this->blinkTimer;
if (this->eyeIndex >= 3) {
this->eyeIndex = 0;
}
}
s32 EnGe1_ValidatePictograph(PlayState* play, Actor* thisx) {
s32 ret = Snap_ValidatePictograph(play, thisx, PICTOGRAPH_PIRATE_GOOD, &thisx->focus.pos, &thisx->shape.rot, 10.0f,
400.0f, -1);
ret |= Snap_ValidatePictograph(play, thisx, PICTOGRAPH_PIRATE_TOO_FAR, &thisx->focus.pos, &thisx->shape.rot, 10.0f,
1200.0f, -1);
return ret;
}
s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
s32 pad;
EnGe1* this = THIS;
if (limbIndex == GERUDO_WHITE_LIMB_HEAD) {
rot->x += this->headRot.y;
rot->z += this->headRot.x;
}
if (this->curAnim == GERUDO_WHITE_ANIM_ARMS_FOLDED) {
// Make small fidgeting movements if in standing animation.
if ((limbIndex == GERUDO_WHITE_LIMB_TORSO) || (limbIndex == GERUDO_WHITE_LIMB_LEFT_FOREARM) ||
(limbIndex == GERUDO_WHITE_LIMB_RIGHT_FOREARM)) {
rot->y += (s16)(Math_SinS(play->state.frames * (limbIndex * 50 + 0x814)) * 200.0f);
rot->z += (s16)(Math_CosS(play->state.frames * (limbIndex * 50 + 0x940)) * 200.0f);
}
}
return false;
}
void EnGe1_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Gfx* sHairstyleDLs[] = {
gGerudoWhiteHairstyleBobDL,
gGerudoWhiteHairstyleStraightFringeDL,
gGerudoWhiteHairstyleSpikyDL,
};
static Vec3f sInitialFocusPos = { 600.0f, 700.0f, 0.0f };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
EnGe1* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
switch (limbIndex) {
case GERUDO_WHITE_LIMB_WAIST:
Matrix_MultVec3f(&sZeroVec, &this->waistPos);
break;
case GERUDO_WHITE_LIMB_HEAD:
gSPDisplayList(POLY_OPA_DISP++, sHairstyleDLs[this->hairstyle]);
Matrix_MultVec3f(&sInitialFocusPos, &this->picto.actor.focus.pos);
break;
}
CLOSE_DISPS(play->state.gfxCtx);
}
void EnGe1_Draw(Actor* thisx, PlayState* play) {
static TexturePtr sEyeTextures[] = {
gGerudoWhiteEyeOpenTex,
gGerudoWhiteEyeHalfTex,
gGerudoWhiteEyeClosedTex,
};
s32 pad;
EnGe1* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
func_8012C5B0(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeIndex]));
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnGe1_OverrideLimbDraw, EnGe1_PostLimbDraw, &this->picto.actor);
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -2,14 +2,41 @@
#define Z_EN_GE1_H
#include "global.h"
#include "z64snap.h"
#include "objects/object_ge1/object_ge1.h"
#define GERUDO_WHITE_GET_TYPE(thisx) (((thisx)->params) & 0xF)
#define GERUDO_WHITE_GET_PATH(thisx) ((((thisx)->params) & 0xFC00) >> 10)
//! Only the first type is used
typedef enum {
/* 0 */ GERUDO_WHITE_TYPE_CUTSCENE,
/* 1 */ GERUDO_WHITE_TYPE_HAIR_STRAIGHT,
/* 2 */ GERUDO_WHITE_TYPE_HAIR_SPIKEY
} GerudoWhiteType;
struct EnGe1;
typedef void (*EnGe1ActionFunc)(struct EnGe1*, PlayState*);
typedef struct EnGe1 {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x184];
/* 0x000 */ PictoActor picto;
/* 0x148 */ ColliderCylinder collider;
/* 0x194 */ SkelAnime skelAnime;
/* 0x1D8 */ Vec3f waistPos;
/* 0x1E4 */ Vec3s jointTable[GERUDO_WHITE_LIMB_MAX];
/* 0x244 */ Vec3s morphTable[GERUDO_WHITE_LIMB_MAX];
/* 0x2A4 */ Vec3s headRot;
/* 0x2AA */ Vec3s torsoRot;
/* 0x2B0 */ Path* path;
/* 0x2B4 */ s32 curPoint;
/* 0x2B8 */ s16 eyeIndex;
/* 0x2BA */ s16 blinkTimer;
/* 0x2BC */ u16 stateFlags;
/* 0x2BE */ s16 curAnim; // Index
/* 0x2C0 */ s16 csAction;
/* 0x2C2 */ s16 screamTimer;
/* 0x2C4 */ u8 hairstyle;
/* 0x2C8 */ EnGe1ActionFunc actionFunc;
} EnGe1; // size = 0x2CC

View File

@ -1364,15 +1364,15 @@ void func_80B45648(EnInvadepoh* this) {
}
}
s32 func_80B456A8(PlayState* play, Vec3f* vec) {
Vec3f multDest;
f32 wDest;
s32 func_80B456A8(PlayState* play, Vec3f* worldPos) {
Vec3f projectedPos;
f32 invW;
Actor_GetProjectedPos(play, vec, &multDest, &wDest);
if (((multDest.z > 1.0f) && (fabsf(multDest.x * wDest) < 1.0f)) && (fabsf(multDest.y * wDest) < 1.0f)) {
s32 wX = (multDest.x * wDest * 160.0f) + 160.0f;
s32 wY = (multDest.y * wDest * -120.0f) + 120.0f;
s32 wZ = (s32)(multDest.z * wDest * 16352.0f) + 0x3FE0;
Actor_GetProjectedPos(play, worldPos, &projectedPos, &invW);
if (((projectedPos.z > 1.0f) && (fabsf(projectedPos.x * invW) < 1.0f)) && (fabsf(projectedPos.y * invW) < 1.0f)) {
s32 wX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
s32 wY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
s32 wZ = (s32)(projectedPos.z * invW * 16352.0f) + 0x3FE0;
s32 zBuf = func_80178A94(wX, wY);
if (wZ < zBuf) {
return true;

View File

@ -21,7 +21,7 @@ void EnKakasi_SetupPostSongLearnDialogue(EnKakasi* this, PlayState* play);
void EnKakasi_InitTimeSkipDialogue(EnKakasi* this);
void EnKakasi_SetupIdleStanding(EnKakasi* this);
void EnKakasi_8096F88C(PlayState* play, EnKakasi* this);
s32 EnKakasi_ValidatePictograph(PlayState* play, Actor* thisx);
void EnKakasi_TimeSkipDialogue(EnKakasi* this, PlayState* play);
void EnKakasi_IdleStanding(EnKakasi* this, PlayState* play);
@ -146,44 +146,44 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) {
s32 tempCutscene;
s32 i;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &D_80971D80);
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &D_80971D80);
SkelAnime_InitFlex(play, &this->skelanime, &object_ka_Skel_0065B0, &object_ka_Anim_000214, 0, 0, 0);
this->songSummonDist = GET_KAKASI_SUMMON_DISTANCE(&this->actor) * 20.0f;
this->songSummonDist = GET_KAKASI_SUMMON_DISTANCE(&this->picto.actor) * 20.0f;
if (this->songSummonDist < 40.0f) {
this->songSummonDist = 40.0f;
}
this->unkHeight = (this->actor.world.rot.z * 20.0f) + 60.0f;
this->actor.world.rot.z = 0;
this->actor.targetMode = 0;
if (this->actor.world.rot.x > 0 && this->actor.world.rot.x < 8) {
this->actor.targetMode = GET_KAKASI_TARGETMODE(thisx);
this->unkHeight = (this->picto.actor.world.rot.z * 20.0f) + 60.0f;
this->picto.actor.world.rot.z = 0;
this->picto.actor.targetMode = 0;
if (this->picto.actor.world.rot.x > 0 && this->picto.actor.world.rot.x < 8) {
this->picto.actor.targetMode = GET_KAKASI_TARGETMODE(thisx);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y;
this->aboveGroundStatus = GET_KAKASI_ABOVE_GROUND(&this->actor);
this->actor.world.rot.x = 0;
this->actor.flags |= ACTOR_FLAG_400;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
this->aboveGroundStatus = GET_KAKASI_ABOVE_GROUND(&this->picto.actor);
this->picto.actor.world.rot.x = 0;
this->picto.actor.flags |= ACTOR_FLAG_400;
this->picto.actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->picto.actor, 0.01f);
i = 0;
tempCutscene = this->actor.cutscene;
tempCutscene = this->picto.actor.cutscene;
while (tempCutscene != -1) {
//! FAKE:
tempCutscene = ActorCutscene_GetAdditionalCutscene(this->actorCutscenes[i] = tempCutscene);
i++;
}
if (this->aboveGroundStatus) {
if (this->aboveGroundStatus != 0) {
if (gSaveContext.save.weekEventReg[79] & 8) {
this->aboveGroundStatus = ENKAKASI_ABOVE_GROUND_TYPE;
this->songSummonDist = 80.0f;
EnKakasi_SetupIdleUnderground(this);
} else {
Actor_SetFocus(&this->actor, 60.0f);
this->unkFunc = EnKakasi_8096F88C;
Actor_SetFocus(&this->picto.actor, 60.0f);
this->picto.validationFunc = EnKakasi_ValidatePictograph;
if (gSaveContext.save.weekEventReg[83] & 1) {
EnKakasi_InitTimeSkipDialogue(this);
} else {
@ -203,34 +203,31 @@ void EnKakasi_SetAnimation(EnKakasi* this, s32 index) {
sAnimModes[this->animIndex], -4.0f);
}
/*
* set by init, called... nowhere? left over from OOT?
*/
void EnKakasi_8096F88C(PlayState* play, EnKakasi* this) {
func_8013A530(play, &this->actor, 0x7, &this->actor.focus.pos, &this->actor.shape.rot, 280.0f, 1800.0f, -1);
s32 EnKakasi_ValidatePictograph(PlayState* play, Actor* thisx) {
return Snap_ValidatePictograph(play, thisx, 0x7, &thisx->focus.pos, &thisx->shape.rot, 280.0f, 1800.0f, -1);
}
void EnKakasi_CheckAnimationSfx(EnKakasi* this) {
if (this->animIndex == ENKAKASI_ANIM_SIDEWAYS_SHAKING || this->animIndex == ENKAKASI_ANIM_ARMS_CROSSED_STILL) {
if (Animation_OnFrame(&this->skelanime, 1.0f) || Animation_OnFrame(&this->skelanime, 8.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_KAKASHI_SWING);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_KAKASHI_SWING);
}
}
if (this->animIndex == ENKAKASI_ANIM_HOPPING_REGULAR || this->animIndex == ENKAKASI_ANIM_SLOWROLL) {
if (Animation_OnFrame(&this->skelanime, 4.0f) || Animation_OnFrame(&this->skelanime, 8.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_KAKASHI_SWING);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_KAKASHI_SWING);
}
if (Animation_OnFrame(&this->skelanime, 1.0f) || Animation_OnFrame(&this->skelanime, 9.0f) ||
Animation_OnFrame(&this->skelanime, 16.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_KAKASHI_JUMP);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_IT_KAKASHI_JUMP);
}
if (Animation_OnFrame(&this->skelanime, 18.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_KAKASHI_ROLL);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_KAKASHI_ROLL);
}
}
if (this->animIndex == ENKAKASI_ANIM_SPIN_REACH_OFFER || this->animIndex == ENKAKASI_ANIM_TWIRL) {
if (Animation_OnFrame(&this->skelanime, 1.0f)) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_KAKASH_LONGI_ROLL);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EV_KAKASH_LONGI_ROLL);
}
}
}
@ -249,7 +246,7 @@ void EnKakasi_CheckPlayerPosition(EnKakasi* this, PlayState* play) {
player->actor.world.pos.z = -190.0f;
}
Math_SmoothStepToS(&player->actor.shape.rot.y, (this->actor.yawTowardsPlayer + 0x8000), 5, 1000, 0);
Math_SmoothStepToS(&player->actor.shape.rot.y, (this->picto.actor.yawTowardsPlayer + 0x8000), 5, 1000, 0);
}
/*
@ -290,7 +287,7 @@ void func_8096FBB8(EnKakasi* this, PlayState* play) {
}
if (this->unk190 != 0) {
Math_ApproachF(&this->skelanime.playSpeed, 1.0f, 0.1f, 0.2f);
this->actor.shape.rot.y += 0x800;
this->picto.actor.shape.rot.y += 0x800;
}
}
@ -306,22 +303,22 @@ void EnKakasi_TimeSkipDialogue(EnKakasi* this, PlayState* play) {
if (gSaveContext.save.time != CLOCK_TIME(6, 0) && gSaveContext.save.time != CLOCK_TIME(18, 0) &&
!(gSaveContext.eventInf[1] & 0x80)) {
if (this->actor.textId == 0) {
if (this->picto.actor.textId == 0) {
// dialogue after skipped time 'did you feel that? went by in an instant'
this->actor.textId = 0x1653;
this->picto.actor.textId = 0x1653;
gSaveContext.save.weekEventReg[83] &= (u8)~1;
this->talkState = TEXT_STATE_5;
player->stateFlags1 |= 0x20;
this->actor.flags |= ACTOR_FLAG_10000;
this->picto.actor.flags |= ACTOR_FLAG_10000;
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
player->stateFlags1 &= ~0x20;
this->unkState196 = 2;
this->actor.flags &= ~ACTOR_FLAG_10000;
this->picto.actor.flags &= ~ACTOR_FLAG_10000;
this->actionFunc = EnKakasi_RegularDialogue;
} else {
func_800B8500(&this->actor, play, 9999.9f, 9999.9f, -1);
func_800B8500(&this->picto.actor, play, 9999.9f, 9999.9f, -1);
}
}
}
@ -338,20 +335,20 @@ void EnKakasi_IdleStanding(EnKakasi* this, PlayState* play) {
s16 y;
// first talk to scarecrow dialogue
this->actor.textId = 0x1644;
if (func_800B8718(&this->actor, &play->state)) {
this->picto.actor.textId = 0x1644;
if (func_800B8718(&this->picto.actor, &play->state)) {
this->skelanime.playSpeed = 1.0f;
EnKakasi_SetupSongTeach(this, play);
return;
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
this->skelanime.playSpeed = 1.0f;
EnKakasi_SetupDialogue(this);
return;
}
if (play->actorCtx.unk5 & 0x4) {
Actor_GetScreenPos(play, &this->actor, &x, &y);
if (this->actor.projectedPos.z > -20.0f && x > 0 && x < SCREEN_WIDTH && y > 0 && y < SCREEN_HEIGHT &&
Actor_GetScreenPos(play, &this->picto.actor, &x, &y);
if (this->picto.actor.projectedPos.z > -20.0f && x > 0 && x < SCREEN_WIDTH && y > 0 && y < SCREEN_HEIGHT &&
this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
// faster shaking
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
@ -370,9 +367,9 @@ void EnKakasi_IdleStanding(EnKakasi* this, PlayState* play) {
} else if (this->animIndex != ENKAKASI_ANIM_IDLE) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_IDLE);
}
if (this->actor.xzDistToPlayer < 120.0f) {
func_800B8614(&this->actor, play, 100.0f);
func_800B874C(&this->actor, play, 100.0f, 80.0f);
if (this->picto.actor.xzDistToPlayer < 120.0f) {
func_800B8614(&this->picto.actor, play, 100.0f);
func_800B874C(&this->picto.actor, play, 100.0f, 80.0f);
}
}
@ -392,9 +389,9 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
u32 saveContextDay = gSaveContext.save.day;
f32 currentAnimeFrame = this->skelanime.curFrame;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 2000, 0);
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 2000, 0);
// if first dialogue
if (this->actor.textId != 0x1644 && this->animeFrameCount <= currentAnimeFrame &&
if (this->picto.actor.textId != 0x1644 && this->animeFrameCount <= currentAnimeFrame &&
this->animIndex == ENKAKASI_ANIM_SLOWROLL) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SPIN_REACH_OFFER);
@ -402,7 +399,7 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
}
// if dialogue: oh sorry come back again
if (this->actor.textId == 0x1651 || this->actor.textId == 0x1659) {
if (this->picto.actor.textId == 0x1651 || this->picto.actor.textId == 0x1659) {
if (this->animeFrameCount <= currentAnimeFrame && this->animIndex != ENKAKASI_ANIM_SPIN_REACH_OFFER) {
if (++this->unkCounter1A4 >= 2) {
this->unkCounter1A4 = 0;
@ -412,7 +409,7 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
}
if (this->unkState1A8 == 2 && this->unkState196 == 2) {
func_800B7298(play, &this->actor, 0x49);
func_800B7298(play, &this->picto.actor, 0x49);
this->unkState1A8 = 0;
}
@ -420,12 +417,12 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
func_801477B4(play);
if (this->talkState == TEXT_STATE_5) {
// bad song input
if (this->unkState196 == 2 && this->actor.textId == 0x1647) {
func_800B7298(play, &this->actor, 6);
if (this->unkState196 == 2 && this->picto.actor.textId == 0x1647) {
func_800B7298(play, &this->picto.actor, 6);
}
// after timeskip
if (this->actor.textId == 0x1653) {
if (this->picto.actor.textId == 0x1653) {
u32 saveContextDay2 = gSaveContext.save.day;
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
@ -434,21 +431,21 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
if (saveContextDay2 == 3 && gSaveContext.save.isNight) {
// text: dangerous outside
this->actor.textId = 0x164F;
this->picto.actor.textId = 0x164F;
} else if (gSaveContext.save.isNight) {
// text: would you like to skip time?
this->actor.textId = 0x164E;
this->picto.actor.textId = 0x164E;
} else {
// text: would you like to skip time? 2
this->actor.textId = 0x1645;
this->picto.actor.textId = 0x1645;
}
func_80151938(play, this->actor.textId);
func_80151938(play, this->picto.actor.textId);
return;
} else if (this->actor.textId == 0x165D || this->actor.textId == 0x165F || this->actor.textId == 0x1660 ||
this->actor.textId == 0x1652) {
func_800B7298(play, &this->actor, 4);
} else if (this->picto.actor.textId == 0x165D || this->picto.actor.textId == 0x165F ||
this->picto.actor.textId == 0x1660 || this->picto.actor.textId == 0x1652) {
func_800B7298(play, &this->picto.actor, 4);
if (ActorCutscene_GetCurrentIndex() == 0x7C) {
ActorCutscene_Stop(0x7C);
ActorCutscene_SetIntentToPlay(this->actorCutscenes[0]);
@ -458,55 +455,55 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
ActorCutscene_SetIntentToPlay(this->actorCutscenes[0]);
this->actionFunc = EnKakasi_DancingRemark;
} else {
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
this->actionFunc = EnKakasi_DancingRemark;
}
}
return;
} else if (this->actor.textId == 0x1645 || this->actor.textId == 0x164E) {
this->actor.textId = 0x1650; // "Shall we dance? No Yes"
} else if (this->picto.actor.textId == 0x1645 || this->picto.actor.textId == 0x164E) {
this->picto.actor.textId = 0x1650; // "Shall we dance? No Yes"
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
}
this->talkState = TEXT_STATE_CHOICE;
} else if (this->actor.textId == 0x1644) {
} else if (this->picto.actor.textId == 0x1644) {
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
}
if (gSaveContext.save.isNight) {
this->actor.textId = 0x164E;
this->picto.actor.textId = 0x164E;
} else {
this->actor.textId = 0x1645;
this->picto.actor.textId = 0x1645;
}
} else if (this->actor.textId == 0x164F) {
} else if (this->picto.actor.textId == 0x164F) {
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
}
this->actor.textId = 0x165A;
} else if (this->actor.textId == 0x1651) {
this->picto.actor.textId = 0x165A;
} else if (this->picto.actor.textId == 0x1651) {
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
}
this->actor.textId = 0x1654;
} else if (this->actor.textId == 0x1654) {
this->actor.textId = 0x1655;
} else if (this->actor.textId == 0x1655) {
this->actor.textId = 0x1656;
this->picto.actor.textId = 0x1654;
} else if (this->picto.actor.textId == 0x1654) {
this->picto.actor.textId = 0x1655;
} else if (this->picto.actor.textId == 0x1655) {
this->picto.actor.textId = 0x1656;
this->talkState = TEXT_STATE_CHOICE;
} else if (this->actor.textId == 0x1658) {
this->actor.textId = 0x1659;
} else if (this->actor.textId == 0x165A) {
this->actor.textId = 0x165B;
} else if (this->actor.textId == 0x165B) {
this->actor.textId = 0x165C;
} else if (this->picto.actor.textId == 0x1658) {
this->picto.actor.textId = 0x1659;
} else if (this->picto.actor.textId == 0x165A) {
this->picto.actor.textId = 0x165B;
} else if (this->picto.actor.textId == 0x165B) {
this->picto.actor.textId = 0x165C;
this->talkState = TEXT_STATE_CHOICE;
} else if (this->actor.textId == 0x165E) {
this->actor.textId = 0x165F;
} else if (this->picto.actor.textId == 0x165E) {
this->picto.actor.textId = 0x165F;
} else {
EnKakasi_SetupIdleStanding(this);
return;
@ -516,24 +513,24 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
if (play->msgCtx.choiceIndex == 1) {
func_8019F208();
if (this->actor.textId == 0x1656) {
this->actor.textId = 0x1658;
} else if (this->actor.textId == 0x165C) {
this->actor.textId = 0x165E;
if (this->picto.actor.textId == 0x1656) {
this->picto.actor.textId = 0x1658;
} else if (this->picto.actor.textId == 0x165C) {
this->picto.actor.textId = 0x165E;
} else if (saveContextDay == 3 && gSaveContext.save.isNight) {
this->actor.textId = 0x164F;
this->picto.actor.textId = 0x164F;
} else {
this->actor.textId = 0x1652;
this->picto.actor.textId = 0x1652;
}
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_HOPPING_REGULAR);
} else {
func_8019F230();
if (this->actor.textId == 0x1656) { // would you like to learn a song? yes/no
this->actor.textId = 0x1657;
} else if (this->actor.textId == 0x165C) { // would you like to learn a song? yes/no
this->actor.textId = 0x165D;
if (this->picto.actor.textId == 0x1656) { // would you like to learn a song? yes/no
this->picto.actor.textId = 0x1657;
} else if (this->picto.actor.textId == 0x165C) { // would you like to learn a song? yes/no
this->picto.actor.textId = 0x165D;
} else {
this->actor.textId = 0x1651;
this->picto.actor.textId = 0x1651;
}
this->unkCounter1A4 = 0;
if (this->animIndex != ENKAKASI_ANIM_ARMS_CROSSED_ROCKING) {
@ -541,13 +538,13 @@ void EnKakasi_RegularDialogue(EnKakasi* this, PlayState* play) {
}
}
}
func_80151938(play, this->actor.textId);
func_80151938(play, this->picto.actor.textId);
}
}
void EnKakasi_SetupSongTeach(EnKakasi* this, PlayState* play) {
this->actor.textId = 0x1646;
Message_StartTextbox(play, this->actor.textId, &this->actor);
this->picto.actor.textId = 0x1646;
Message_StartTextbox(play, this->picto.actor.textId, &this->picto.actor);
this->subCamId = SUB_CAM_ID_DONE;
this->subCamFov = 0.0f;
this->subCamFovNext = 60.0f;
@ -575,9 +572,9 @@ void EnKakasi_OcarinaRemark(EnKakasi* this, PlayState* play) {
} else {
this->unkState1A8 = 1;
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
Math_Vec3f_Copy(&this->unk22C, &this->actor.home.pos);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
Math_Vec3f_Copy(&this->unk22C, &this->picto.actor.home.pos);
this->actionFunc = EnKakasi_TeachingSong;
}
}
@ -587,7 +584,7 @@ void EnKakasi_TeachingSong(EnKakasi* this, PlayState* play) {
Vec3f tempVec;
EnKakasi_CheckPlayerPosition(this, play);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 3000, 0);
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.home.rot.y, 1, 3000, 0);
if (this->unkState1A8 == 0) {
if (ActorCutscene_GetCurrentIndex() == 0x7C) {
ActorCutscene_Stop(0x7C);
@ -598,21 +595,21 @@ void EnKakasi_TeachingSong(EnKakasi* this, PlayState* play) {
ActorCutscene_SetIntentToPlay(this->actorCutscenes[0]);
return;
}
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
Math_Vec3f_Copy(&this->unk22C, &this->actor.home.pos);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
Math_Vec3f_Copy(&this->unk22C, &this->picto.actor.home.pos);
this->unkState1A8 = 1;
this->unkState1A8 = 1;
}
if (this->unkState1A8 == 1) {
this->unk22C.y = this->actor.home.pos.y + 50.0f;
this->unk22C.y = this->picto.actor.home.pos.y + 50.0f;
this->subCamEyeNext.x = D_80971DCC[this->unk190].x;
this->subCamEyeNext.y = D_80971DCC[this->unk190].y;
this->subCamEyeNext.z = D_80971DCC[this->unk190].z;
Math_Vec3f_Copy(&tempVec, &this->subCamEyeNext);
OLib_DbCameraVec3fSum(&this->actor.home, &tempVec, &this->subCamEyeNext, 1);
OLib_DbCameraVec3fSum(&this->picto.actor.home, &tempVec, &this->subCamEyeNext, 1);
Math_Vec3f_Copy(&this->subCamAtNext, &this->unk22C);
Math_Vec3f_Copy(&this->subCamEye, &this->subCamEyeNext);
Math_Vec3f_Copy(&this->subCamAt, &this->subCamAtNext);
@ -623,11 +620,11 @@ void EnKakasi_TeachingSong(EnKakasi* this, PlayState* play) {
this->unk190 = 0;
this->unkCounter1A4 = 0;
ActorCutscene_Stop(this->actorCutscenes[0]);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_YASE_DEAD);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_YASE_DEAD);
if (this) {}
this->unkState196 = 2;
this->subCamId = SUB_CAM_ID_DONE;
this->actor.textId = 0x1647;
this->picto.actor.textId = 0x1647;
this->unkState1A8 = 2;
this->talkState = TEXT_STATE_5;
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_ARMS_CROSSED_ROCKING);
@ -673,19 +670,19 @@ void EnKakasi_PostSongLearnDialogue(EnKakasi* this, PlayState* play) {
f32 tempAnimFrame = this->skelanime.curFrame;
Vec3f vec3fCopy;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 3000, 0);
Math_SmoothStepToS(&player->actor.shape.rot.y, this->actor.yawTowardsPlayer + 0x8000, 5, 1000, 0);
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.home.rot.y, 1, 3000, 0);
Math_SmoothStepToS(&player->actor.shape.rot.y, this->picto.actor.yawTowardsPlayer + 0x8000, 5, 1000, 0);
if (this->unk190 == 0) {
func_801477B4(play);
func_800B7298(play, &this->actor, 0x56);
this->actor.textId = 0x1648;
Message_StartTextbox(play, (this->actor.textId), &this->actor);
func_800B7298(play, &this->picto.actor, 0x56);
this->picto.actor.textId = 0x1648;
Message_StartTextbox(play, (this->picto.actor.textId), &this->picto.actor);
this->unkState1A8 = 0;
this->unk190 = 1;
}
if (this->actor.textId == 0x1648 && this->animIndex == ENKAKASI_ANIM_HOPPING_REGULAR &&
if (this->picto.actor.textId == 0x1648 && this->animIndex == ENKAKASI_ANIM_HOPPING_REGULAR &&
this->animeFrameCount <= tempAnimFrame) {
this->unkCounter1A4++;
if (this->unkCounter1A4 >= 2) {
@ -693,7 +690,7 @@ void EnKakasi_PostSongLearnDialogue(EnKakasi* this, PlayState* play) {
}
}
if (this->actor.textId == 0x164B && this->animIndex == ENKAKASI_ANIM_ARMS_CROSSED_ROCKING &&
if (this->picto.actor.textId == 0x164B && this->animIndex == ENKAKASI_ANIM_ARMS_CROSSED_ROCKING &&
this->animeFrameCount <= tempAnimFrame) {
this->unkCounter1A4++;
if (this->unkCounter1A4 >= 2) {
@ -711,21 +708,21 @@ void EnKakasi_PostSongLearnDialogue(EnKakasi* this, PlayState* play) {
ActorCutscene_SetIntentToPlay(this->actorCutscenes[0]);
return;
}
Math_Vec3f_Copy(&this->unk22C, &this->actor.home.pos);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
func_800B7298(play, &this->actor, 0x56);
Math_Vec3f_Copy(&this->unk22C, &this->picto.actor.home.pos);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
func_800B7298(play, &this->picto.actor, 0x56);
this->unkState1A8 = 1;
}
if (this->subCamId != SUB_CAM_ID_DONE) {
this->unk22C.y = this->actor.home.pos.y + 50.0f;
this->unk22C.y = this->picto.actor.home.pos.y + 50.0f;
EnKakasi_CheckPlayerPosition(this, play);
this->subCamEyeNext.x = D_80971FA0[this->unk190].x;
this->subCamEyeNext.y = D_80971FA0[this->unk190].y;
this->subCamEyeNext.z = D_80971FA0[this->unk190].z;
Math_Vec3f_Copy(&vec3fCopy, &this->subCamEyeNext);
OLib_DbCameraVec3fSum(&this->actor.home, &vec3fCopy, &this->subCamEyeNext, 1);
OLib_DbCameraVec3fSum(&this->picto.actor.home, &vec3fCopy, &this->subCamEyeNext, 1);
this->subCamAtNext.x = D_80971FE8[this->unk190].x + this->unk22C.x;
this->subCamAtNext.y = D_80971FE8[this->unk190].y + this->unk22C.y;
this->subCamAtNext.z = D_80971FE8[this->unk190].z + this->unk22C.z;
@ -746,26 +743,26 @@ void EnKakasi_PostSongLearnDialogue(EnKakasi* this, PlayState* play) {
this->unk190 = 5;
}
if (this->actor.textId == 0x1648) {
func_800B7298(play, &this->actor, 7);
this->actor.textId = 0x1649;
if (this->picto.actor.textId == 0x1648) {
func_800B7298(play, &this->picto.actor, 7);
this->picto.actor.textId = 0x1649;
if (this->animIndex != ENKAKASI_ANIM_ARMS_CROSSED_ROCKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_ARMS_CROSSED_ROCKING);
}
} else if (this->actor.textId == 0x1649) {
this->actor.textId = 0x1660;
} else if (this->picto.actor.textId == 0x1649) {
this->picto.actor.textId = 0x1660;
this->talkState = TEXT_STATE_CHOICE;
} else if (this->actor.textId == 0x164A) {
this->actor.textId = 0x164B;
} else if (this->picto.actor.textId == 0x164A) {
this->picto.actor.textId = 0x164B;
} else if (this->actor.textId == 0x164B) {
this->actor.textId = 0x164C;
} else if (this->picto.actor.textId == 0x164B) {
this->picto.actor.textId = 0x164C;
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_TWIRL);
} else {
if (this->actor.textId == 0x164C || this->actor.textId == 0x1661) {
if (this->picto.actor.textId == 0x164C || this->picto.actor.textId == 0x1661) {
EnKakasi_SetupDigAway(this);
return;
}
@ -775,13 +772,13 @@ void EnKakasi_PostSongLearnDialogue(EnKakasi* this, PlayState* play) {
this->talkState = TEXT_STATE_5;
if (play->msgCtx.choiceIndex == 1) {
func_8019F208(); // play 0x4808 sfx (decide) and calls Audio_StopSfxById
this->actor.textId = 0x164A;
this->picto.actor.textId = 0x164A;
} else {
func_8019F230(); // play 0x480A sfx (cancel) and calls Audio_StopSfxById
this->actor.textId = 0x1661;
this->picto.actor.textId = 0x1661;
}
}
func_80151938(play, this->actor.textId);
func_80151938(play, this->picto.actor.textId);
}
}
@ -798,8 +795,8 @@ void EnKakasi_DancingRemark(EnKakasi* this, PlayState* play) {
} else if (ActorCutscene_GetCanPlayNext(this->actorCutscenes[0]) == 0) {
ActorCutscene_SetIntentToPlay(this->actorCutscenes[0]);
} else {
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[0], &this->picto.actor);
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
if (currentDay == 3 && gSaveContext.save.isNight) {
EnKakasi_SetupDigAway(this);
} else {
@ -815,7 +812,7 @@ void EnKakasi_SetupDanceNightAway(EnKakasi* this) {
this->subCamFov = 0.0f;
this->subCamFovNext = 60.0f;
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_TWIRL);
Math_Vec3f_Copy(&this->unk22C, &this->actor.home.pos);
Math_Vec3f_Copy(&this->unk22C, &this->picto.actor.home.pos);
func_8016566C(0xB4);
this->actionFunc = EnKakasi_DancingNightAway;
}
@ -827,14 +824,14 @@ void EnKakasi_DancingNightAway(EnKakasi* this, PlayState* play) {
currentFrame = this->skelanime.curFrame;
EnKakasi_CheckPlayerPosition(this, play);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 3000, 0);
this->unk22C.y = this->actor.home.pos.y + 50.0f;
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.home.rot.y, 1, 3000, 0);
this->unk22C.y = this->picto.actor.home.pos.y + 50.0f;
this->subCamEyeNext.x = D_80971E38[this->unk190].x;
this->subCamEyeNext.y = D_80971E38[this->unk190].y;
this->subCamEyeNext.z = D_80971E38[this->unk190].z;
Math_Vec3f_Copy(&localVec3f, &this->subCamEyeNext);
OLib_DbCameraVec3fSum(&this->actor.home, &localVec3f, &this->subCamEyeNext, 1);
OLib_DbCameraVec3fSum(&this->picto.actor.home, &localVec3f, &this->subCamEyeNext, 1);
if (1) {}
this->subCamAtNext.x = D_80971EEC[this->unk190].x + this->unk22C.x;
@ -845,7 +842,7 @@ void EnKakasi_DancingNightAway(EnKakasi* this, PlayState* play) {
Math_Vec3f_Copy(&this->subCamAt, &this->subCamAtNext);
}
if (this->unk190 >= 7 && this->unk190 != 0xE) {
this->actor.shape.rot.y += 0x800;
this->picto.actor.shape.rot.y += 0x800;
}
func_8096FAAC(this, play);
@ -919,7 +916,7 @@ void EnKakasi_DancingNightAway(EnKakasi* this, PlayState* play) {
this->unk190++;
this->unk204 = 0xA;
if (this->unk190 == 0xE) {
func_800B7298(play, &this->actor, 0x49);
func_800B7298(play, &this->picto.actor, 0x49);
func_80165690();
this->unk204 = 0x14;
}
@ -927,8 +924,8 @@ void EnKakasi_DancingNightAway(EnKakasi* this, PlayState* play) {
return;
case 14:
// goes off once for some camera changes,
// otherwise its the end when camera is back to normal and link is confused
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 1000, 0);
// otherwise it's the end when camera is back to normal and Player is confused
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 1000, 0);
if (this->unk204 == 0) {
player = GET_PLAYER(play);
@ -963,7 +960,7 @@ void EnKakasi_SetupDigAway(EnKakasi* this) {
this->unkCounter1A4 = 0;
this->subCamFovNext = 60.0f;
this->subCamFov = 60.0f;
Math_Vec3f_Copy(&this->unk22C, &this->actor.home.pos);
Math_Vec3f_Copy(&this->unk22C, &this->picto.actor.home.pos);
this->unkState196 = 4;
this->actionFunc = EnKakasi_DiggingAway;
}
@ -973,13 +970,13 @@ void EnKakasi_DiggingAway(EnKakasi* this, PlayState* play) {
Vec3f tempWorldPos;
if (this->subCamId != SUB_CAM_ID_DONE) {
this->unk22C.y = this->actor.home.pos.y + 50.0f;
this->unk22C.y = this->picto.actor.home.pos.y + 50.0f;
this->subCamEyeNext.x = D_80972030.x;
this->subCamEyeNext.y = D_80972030.y;
this->subCamEyeNext.z = D_80972030.z;
Math_Vec3f_Copy(&tempunk238, &this->subCamEyeNext);
OLib_DbCameraVec3fSum(&this->actor.home, &tempunk238, &this->subCamEyeNext, 1);
OLib_DbCameraVec3fSum(&this->picto.actor.home, &tempunk238, &this->subCamEyeNext, 1);
this->subCamAtNext.x = ((f32)D_8097203C.x) + this->unk22C.x; // cast req
this->subCamAtNext.y = ((f32)D_8097203C.y) + this->unk22C.y;
this->subCamAtNext.z = ((f32)D_8097203C.z) + this->unk22C.z;
@ -993,11 +990,11 @@ void EnKakasi_DiggingAway(EnKakasi* this, PlayState* play) {
return;
}
this->actor.shape.rot.y += 0x3000;
this->picto.actor.shape.rot.y += 0x3000;
Math_SmoothStepToS(&this->unk190, 500, 5, 50, 0);
if ((play->gameplayFrames % 4) == 0) {
Math_Vec3f_Copy(&tempWorldPos, &this->actor.world.pos);
tempWorldPos.y = this->actor.floorHeight;
Math_Vec3f_Copy(&tempWorldPos, &this->picto.actor.world.pos);
tempWorldPos.y = this->picto.actor.floorHeight;
tempWorldPos.x += randPlusMinusPoint5Scaled(2.0f);
tempWorldPos.z += randPlusMinusPoint5Scaled(2.0f);
@ -1006,16 +1003,16 @@ void EnKakasi_DiggingAway(EnKakasi* this, PlayState* play) {
SoundSource_PlaySfxAtFixedWorldPos(play, &tempWorldPos, 0x32, NA_SE_EV_BOMB_DROP_WATER);
} else {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale - 20.0f,
5, 4.0f, 200, 10, 1);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
Actor_SpawnFloorDustRing(play, &this->picto.actor, &this->picto.actor.world.pos,
this->picto.actor.shape.shadowScale - 20.0f, 5, 4.0f, 200, 10, 1);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_AKINDONUTS_HIDE);
}
}
Math_ApproachF(&this->actor.shape.yOffset, -6000.0f, 0.5f, 200.0f);
if (fabsf(this->actor.shape.yOffset + 6000.0f) < 10.0f) {
Math_ApproachF(&this->picto.actor.shape.yOffset, -6000.0f, 0.5f, 200.0f);
if (fabsf(this->picto.actor.shape.yOffset + 6000.0f) < 10.0f) {
gSaveContext.save.weekEventReg[79] |= 8;
func_800B7298(play, &this->actor, 6);
func_800B7298(play, &this->picto.actor, 6);
ActorCutscene_Stop(this->actorCutscenes[0]);
this->aboveGroundStatus = ENKAKASI_ABOVE_GROUND_TYPE;
this->songSummonDist = 80.0f;
@ -1024,17 +1021,17 @@ void EnKakasi_DiggingAway(EnKakasi* this, PlayState* play) {
}
void EnKakasi_SetupIdleUnderground(EnKakasi* this) {
this->actor.shape.yOffset = -7000.0;
this->actor.draw = NULL;
this->actor.flags |= ACTOR_FLAG_8000000;
this->picto.actor.shape.yOffset = -7000.0;
this->picto.actor.draw = NULL;
this->picto.actor.flags |= ACTOR_FLAG_8000000;
this->unkState196 = 5;
this->actionFunc = EnKakasi_IdleUnderground;
}
void EnKakasi_IdleUnderground(EnKakasi* this, PlayState* play) {
if ((gSaveContext.save.weekEventReg[79] & 8) && this->actor.xzDistToPlayer < this->songSummonDist &&
if ((gSaveContext.save.weekEventReg[79] & 8) && this->picto.actor.xzDistToPlayer < this->songSummonDist &&
(BREG(1) != 0 || play->msgCtx.ocarinaMode == 0xD)) {
this->actor.flags &= ~ACTOR_FLAG_8000000;
this->picto.actor.flags &= ~ACTOR_FLAG_8000000;
play->msgCtx.ocarinaMode = 4;
this->actionFunc = EnKakasi_SetupRiseOutOfGround;
}
@ -1056,27 +1053,27 @@ void EnKakasi_SetupRiseOutOfGround(EnKakasi* this, PlayState* play) {
ActorCutscene_SetIntentToPlay(this->actorCutscenes[cutsceneIndex]);
} else {
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[cutsceneIndex], &this->actor);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
this->actor.draw = EnKakasi_Draw;
ActorCutscene_StartAndSetUnkLinkFields(this->actorCutscenes[cutsceneIndex], &this->picto.actor);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_AKINDONUTS_HIDE);
this->picto.actor.draw = EnKakasi_Draw;
this->unkState196 = 6;
this->actionFunc = EnKakasi_RisingOutOfGround;
}
}
void EnKakasi_RisingOutOfGround(EnKakasi* this, PlayState* play) {
this->actor.shape.rot.y += 0x3000;
this->picto.actor.shape.rot.y += 0x3000;
if (this->animIndex != ENKAKASI_ANIM_SIDEWAYS_SHAKING) {
EnKakasi_SetAnimation(this, ENKAKASI_ANIM_SIDEWAYS_SHAKING);
}
if (this->actor.shape.yOffset < -10.0f) {
if (this->picto.actor.shape.yOffset < -10.0f) {
if ((play->gameplayFrames % 8) == 0) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale - 20.0f,
10, 8.0f, 500, 10, 1);
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
Actor_SpawnFloorDustRing(play, &this->picto.actor, &this->picto.actor.world.pos,
this->picto.actor.shape.shadowScale - 20.0f, 10, 8.0f, 500, 10, 1);
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_AKINDONUTS_HIDE);
}
Math_ApproachF(&this->actor.shape.yOffset, 0.0f, 0.5f, 200.0f);
Math_ApproachF(&this->picto.actor.shape.yOffset, 0.0f, 0.5f, 200.0f);
} else {
EnKakasi_SetupIdleRisen(this);
}
@ -1084,23 +1081,23 @@ void EnKakasi_RisingOutOfGround(EnKakasi* this, PlayState* play) {
void EnKakasi_SetupIdleRisen(EnKakasi* this) {
// text: great to see you again
this->actor.textId = 0x164D;
this->picto.actor.textId = 0x164D;
this->unkState196 = 7;
this->actionFunc = EnKakasi_IdleRisen;
this->actor.shape.yOffset = 0.0f;
this->picto.actor.shape.yOffset = 0.0f;
}
void EnKakasi_IdleRisen(EnKakasi* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 1000, 0);
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 1000, 0);
if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
this->actionFunc = EnKakasi_RisenDialogue;
} else {
func_800B8614(&this->actor, play, 70.0f);
func_800B8614(&this->picto.actor, play, 70.0f);
}
}
void EnKakasi_RisenDialogue(EnKakasi* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 1000, 0);
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 1000, 0);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
func_801477B4(play);
@ -1113,33 +1110,33 @@ void EnKakasi_Update(Actor* thisx, PlayState* play) {
s32 pad;
SkelAnime_Update(&this->skelanime);
if (this->actor.draw != NULL) {
if (this->picto.actor.draw != NULL) {
EnKakasi_CheckAnimationSfx(this);
}
this->actor.world.rot.y = this->actor.shape.rot.y;
this->picto.actor.world.rot.y = this->picto.actor.shape.rot.y;
DECR(this->postTeachTimer);
DECR(this->unk204);
if (this->unkState196 != 5) {
if (this->unk1BC.x != 0.0f || this->unk1BC.z != 0.0f) {
Math_Vec3f_Copy(&this->actor.focus.pos, &this->unk1BC);
this->actor.focus.pos.y += 10.0f;
Math_Vec3f_Copy(&this->picto.actor.focus.pos, &this->unk1BC);
this->picto.actor.focus.pos.y += 10.0f;
if (this->subCamId == CAM_ID_MAIN) {
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
Math_Vec3s_Copy(&this->picto.actor.focus.rot, &this->picto.actor.world.rot);
} else {
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.home.rot);
Math_Vec3s_Copy(&this->picto.actor.focus.rot, &this->picto.actor.home.rot);
}
}
} else {
Actor_SetFocus(&this->actor, this->unkHeight);
Actor_SetFocus(&this->picto.actor, this->unkHeight);
}
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, 0x1C);
if (this->actor.draw != NULL) {
Collider_UpdateCylinder(&this->actor, &this->collider);
Actor_MoveWithGravity(&this->picto.actor);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 50.0f, 50.0f, 100.0f, 0x1C);
if (this->picto.actor.draw != NULL) {
Collider_UpdateCylinder(&this->picto.actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
@ -1157,5 +1154,5 @@ void EnKakasi_Draw(Actor* thisx, PlayState* play) {
EnKakasi* this = THIS;
func_8012C28C(play->state.gfxCtx);
SkelAnime_DrawFlexOpa(play, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount, NULL,
EnKakasi_PostLimbDraw, &this->actor);
EnKakasi_PostLimbDraw, &this->picto.actor);
}

View File

@ -2,15 +2,14 @@
#define Z_EN_KAKASI_H
#include "global.h"
#include "z64snap.h"
struct EnKakasi;
typedef void (*EnKakasiActionFunc)(struct EnKakasi*, PlayState*);
typedef void (*EnKakasiUnkFunc)(PlayState*, struct EnKakasi*);
typedef struct EnKakasi {
/* 0x000 */ Actor actor;
/* 0x144 */ EnKakasiUnkFunc unkFunc; // used for one z_snap calling function?
/* 0x000 */ PictoActor picto;
/* 0x148 */ EnKakasiActionFunc actionFunc;
/* 0x14C */ SkelAnime skelanime;
/* 0x190 */ s16 unk190; // camera index for song teaching angles?

View File

@ -239,12 +239,12 @@ void func_80B40EE8(EnKgy* this, PlayState* play) {
}
if (this->unk_29C & 2) {
Vec3f sp38;
f32 sp34;
Vec3f projectedPos;
f32 invW;
f32 temp_f0;
Actor_GetProjectedPos(play, &this->unk_2B4, &sp38, &sp34);
temp_f0 = sp38.x * sp34;
Actor_GetProjectedPos(play, &this->unk_2B4, &projectedPos, &invW);
temp_f0 = projectedPos.x * invW;
if (this->unk_2E6 > 0) {
this->unk_2E6--;
}

View File

@ -73,7 +73,7 @@ extern UNK_TYPE D_060105DC;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mnk/func_80AB5A64.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mnk/func_80AB5B38.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mnk/EnMnk_ValidatePictograph.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mnk/func_80AB5B84.s")

View File

@ -2,14 +2,15 @@
#define Z_EN_MNK_H
#include "global.h"
#include "z64snap.h"
struct EnMnk;
typedef void (*EnMnkActionFunc)(struct EnMnk*, PlayState*);
typedef struct EnMnk {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x2A4];
/* 0x000 */ PictoActor picto;
/* 0x148 */ char unk_148[0x2A0];
/* 0x3E8 */ EnMnkActionFunc actionFunc;
} EnMnk; // size = 0x3EC

View File

@ -6,6 +6,7 @@
*/
#include "z_en_shn.h"
#include "z64snap.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@ -15,7 +16,7 @@ void EnShn_Init(Actor* thisx, PlayState* play);
void EnShn_Destroy(Actor* thisx, PlayState* play);
void EnShn_Update(Actor* thisx, PlayState* play);
void EnShn_Draw(Actor* thisx, PlayState* play);
void func_80AE69E8(EnShn* this, PlayState* play);
void func_80AE6A64(EnShn* this, PlayState* play);
// Could be something related to text/dialogue?
@ -62,21 +63,18 @@ const ActorInit En_Shn_InitVars = {
(ActorFunc)EnShn_Draw,
};
static AnimationInfoS sAnimations[] = {
{ &gBurlyGuyHandsOnTableAnim, 1.0f, 0, -1, 0, 0 },
{ &gBurlyGuyHandsOnTableAnim, 1.0f, 0, -1, 0, -4 },
{ &gSwampGuideChinScratchAnim, 1.0f, 0, -1, 0, 0 },
{ &gSwampGuideChinScratchAnim, 1.0f, 0, -1, 0, -4 },
};
static s32 D_80AE7258[] = { 0, 2, 3, 8, 10, 1 };
void func_80AE6130(EnShn* this) {
this->skelAnime.playSpeed = this->playSpeed;
SkelAnime_Update(&this->skelAnime);
}
s32 func_80AE615C(EnShn* this, s32 arg1) {
static AnimationInfoS sAnimations[] = {
{ &gBurlyGuyHandsOnTableAnim, 1.0f, 0, -1, 0, 0 },
{ &gBurlyGuyHandsOnTableAnim, 1.0f, 0, -1, 0, -4 },
{ &gSwampGuideChinScratchAnim, 1.0f, 0, -1, 0, 0 },
{ &gSwampGuideChinScratchAnim, 1.0f, 0, -1, 0, -4 },
};
s32 phi_v0 = 0;
s32 phi_v1 = 0;
@ -103,7 +101,7 @@ s32 EnShn_IsFacingPlayer(EnShn* this) {
}
if (phi_v1 == 0) {
this->unk_2EC ^= 1;
this->unk_2C8 = Rand_S16Offset(0x1E, 0x1E);
this->unk_2C8 = Rand_S16Offset(30, 30);
}
if (this->unk_2EC != 0) {
range = 120.0f;
@ -228,6 +226,10 @@ s32 func_80AE65F4(EnShn* this, PlayState* play) {
}
s32 func_80AE6704(Actor* thisx, PlayState* play) {
static s32 sPictographFlags[] = {
PICTOGRAPH_0, PICTOGRAPH_MONKEY, PICTOGRAPH_BIG_OCTO,
PICTOGRAPH_TINGLE, PICTOGRAPH_DEKU_KING, PICTOGRAPH_IN_SWAMP,
};
EnShn* this = THIS;
s32 ret = 0;
@ -240,12 +242,13 @@ s32 func_80AE6704(Actor* thisx, PlayState* play) {
this->unk_2C6++;
}
break;
case 1:
case 2:
case 3:
case 4:
case 5:
if (func_8013A4C4(D_80AE7258[this->unk_2C6])) {
if (Snap_CheckFlag(sPictographFlags[this->unk_2C6])) {
this->unk_2C6 = 6;
ret = 1;
REMOVE_QUEST_ITEM(QUEST_PICTOGRAPH);
@ -253,6 +256,7 @@ s32 func_80AE6704(Actor* thisx, PlayState* play) {
this->unk_2C6++;
}
break;
case 6:
gSaveContext.save.weekEventReg[90] &= (u8)~0x40;
func_800B7298(play, &this->actor, 7);
@ -284,12 +288,12 @@ UNK_TYPE* func_80AE6880(EnShn* this, PlayState* play) {
s32 func_80AE68F0(EnShn* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 ret = 0;
s32 ret = false;
if (this->unk_1D8 & 7) {
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->unk_1D8 &= ~0x180;
if (player->exchangeItemId == EXCH_ITEM_13) {
if (player->exchangeItemId == EXCH_ITEM_PICTO_BOX) {
this->unk_1D8 |= 0x80;
this->unk_2E4 = player->exchangeItemId;
} else if (player->exchangeItemId != EXCH_ITEM_NONE) {
@ -303,7 +307,7 @@ s32 func_80AE68F0(EnShn* this, PlayState* play) {
this->unk_1D8 |= 8;
}
this->actionFunc = func_80AE6A64;
ret = 1;
ret = true;
}
}
return ret;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_tsn.h"
#include "z64snap.h"
#include "objects/object_tsn/object_tsn.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
@ -324,12 +325,12 @@ void func_80AE04FC(EnTsn* this, PlayState* play) {
this->actionFunc = func_80AE0704;
if (sp24 == 19) {
if (CHECK_QUEST_ITEM(QUEST_PICTOGRAPH)) {
if (func_8013A4C4(1 | 8)) {
if (Snap_CheckFlag(PICTOGRAPH_PIRATE_GOOD)) {
player->actor.textId = 0x107B;
return;
}
if (func_8013A4C4(1 | 2 | 8)) {
if (Snap_CheckFlag(PICTOGRAPH_PIRATE_TOO_FAR)) {
player->actor.textId = 0x10A9;
return;
}

View File

@ -5,6 +5,7 @@
*/
#include "z_en_zot.h"
#include "z64snap.h"
#include "objects/object_zo/object_zo.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10)
@ -955,8 +956,9 @@ void func_80B985EC(EnZot* this, PlayState* play) {
itemActionParam = func_80123810(play);
if (itemActionParam > PLAYER_AP_NONE) {
func_801477B4(play);
if ((itemActionParam == PLAYER_AP_PICTO_BOX) && CHECK_QUEST_ITEM(QUEST_PICTOGRAPH) && func_8013A4C4(4)) {
if (func_8013A4C4(5) && func_8013A4C4(6)) {
if ((itemActionParam == PLAYER_AP_PICTO_BOX) && CHECK_QUEST_ITEM(QUEST_PICTOGRAPH) &&
Snap_CheckFlag(PICTOGRAPH_LULU_HEAD)) {
if (Snap_CheckFlag(PICTOGRAPH_LULU_RIGHT_ARM) && Snap_CheckFlag(PICTOGRAPH_LULU_LEFT_ARM)) {
player->actor.textId = 0x12AE;
} else {
player->actor.textId = 0x12AC;

View File

@ -26,7 +26,7 @@ void func_80BD1C84(EnZov* this, PlayState* play);
void func_80BD1D94(EnZov* this, PlayState* play);
void func_80BD1DB8(EnZov* this, PlayState* play);
void func_80BD1F1C(EnZov* this, PlayState* play);
s32 func_80BD1FC8(PlayState* play, EnZov* this);
s32 EnZov_ValidatePictograph(PlayState* play, Actor* thisx);
const ActorInit En_Zov_InitVars = {
ACTOR_EN_ZOV,
@ -82,10 +82,10 @@ static s8 D_80BD2770[] = {
void EnZov_Init(Actor* thisx, PlayState* play) {
EnZov* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
ActorShape_Init(&this->picto.actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
this->picto.actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->picto.actor, 0.01f);
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit);
SkelAnime_InitFlex(play, &this->skelAnime, &object_zov_Skel_016258, &object_zov_Anim_00D3EC, this->jontTable,
this->morphTable, 23);
Animation_PlayLoop(&this->skelAnime, &object_zov_Anim_00D3EC);
@ -93,35 +93,35 @@ void EnZov_Init(Actor* thisx, PlayState* play) {
this->unk_320 = 0;
this->unk_32C = -1;
this->unk_326 = -1;
this->unk_328[0] = this->actor.cutscene;
this->unk_328[0] = this->picto.actor.cutscene;
this->unk_328[1] = 0x7C;
this->unk_322 = 0;
this->actionFunc = func_80BD1C84;
this->unk_144 = func_80BD1FC8;
this->picto.validationFunc = EnZov_ValidatePictograph;
Math_Vec3f_Copy(&this->unk_2FC, &this->actor.world.pos);
Math_Vec3f_Copy(&this->unk_308, &this->actor.world.pos);
Math_Vec3f_Copy(&this->unk_314, &this->actor.world.pos);
Math_Vec3f_Copy(&this->unk_2FC, &this->picto.actor.world.pos);
Math_Vec3f_Copy(&this->unk_308, &this->picto.actor.world.pos);
Math_Vec3f_Copy(&this->unk_314, &this->picto.actor.world.pos);
switch (ENZOV_GET_F(&this->actor)) {
switch (ENZOV_GET_F(&this->picto.actor)) {
case ENZOV_F_1:
this->actionFunc = func_80BD1F1C;
func_80BD1570(this, 9, ANIMMODE_LOOP);
if (!(gSaveContext.save.weekEventReg[55] & 0x80)) {
Actor_MarkForDeath(&this->actor);
Actor_MarkForDeath(&this->picto.actor);
return;
}
break;
case ENZOV_F_2:
this->actionFunc = func_80BD1C38;
this->actor.shape.shadowDraw = NULL;
this->picto.actor.shape.shadowDraw = NULL;
break;
default:
this->unk_320 |= 2;
if ((gSaveContext.save.weekEventReg[55] & 0x80) || (gSaveContext.save.weekEventReg[53] & 0x20)) {
Actor_MarkForDeath(&this->actor);
Actor_MarkForDeath(&this->picto.actor);
}
break;
}
@ -175,8 +175,8 @@ void func_80BD1570(EnZov* this, s16 index, u8 mode) {
}
s32 func_80BD15A4(EnZov* this, PlayState* play) {
if ((this->actor.xzDistToPlayer < 100.0f) && Player_IsFacingActor(&this->actor, 0x3000, play) &&
Actor_IsFacingPlayer(&this->actor, 0x3000)) {
if ((this->picto.actor.xzDistToPlayer < 100.0f) && Player_IsFacingActor(&this->picto.actor, 0x3000, play) &&
Actor_IsFacingPlayer(&this->picto.actor, 0x3000)) {
return true;
}
return false;
@ -213,7 +213,7 @@ void func_80BD160C(EnZov* this, PlayState* play) {
this->unk_320 |= 1;
if (textId != 0) {
Message_StartTextbox(play, textId, &this->actor);
Message_StartTextbox(play, textId, &this->picto.actor);
}
}
@ -314,9 +314,9 @@ void func_80BD19FC(EnZov* this, PlayState* play) {
this->unk_324--;
} else {
func_80BD13DC(this);
Message_StartTextbox(play, 0x1021, &this->actor);
Message_StartTextbox(play, 0x1021, &this->picto.actor);
((EnElf*)(GET_PLAYER(play)->tatlActor))->unk_264 |= 4;
Actor_ChangeFocus(&this->actor, play, GET_PLAYER(play)->tatlActor);
Actor_ChangeFocus(&this->picto.actor, play, GET_PLAYER(play)->tatlActor);
this->actionFunc = func_80BD187C;
}
} else if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
@ -367,18 +367,18 @@ void func_80BD1BF0(EnZov* this, PlayState* play) {
void func_80BD1C38(EnZov* this, PlayState* play) {
if (func_80BD1AE0(this, play)) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetActorActionIndex(play, 504));
Cutscene_ActorTranslateAndYaw(&this->picto.actor, play, Cutscene_GetActorActionIndex(play, 504));
}
}
void func_80BD1C84(EnZov* this, PlayState* play) {
func_80BD1764(this);
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
this->actionFunc = func_80BD187C;
func_80BD160C(this, play);
} else if (func_80BD15A4(this, play)) {
func_800B8614(&this->actor, play, 120.0f);
func_800B8614(&this->picto.actor, play, 120.0f);
}
if (Cutscene_CheckActorAction(play, 0x1F8)) {
@ -399,7 +399,7 @@ void func_80BD1D30(EnZov* this, PlayState* play) {
} else {
textId = 0x1031;
}
Message_StartTextbox(play, textId, &this->actor);
Message_StartTextbox(play, textId, &this->picto.actor);
}
void func_80BD1D94(EnZov* this, PlayState* play) {
@ -408,8 +408,8 @@ void func_80BD1D94(EnZov* this, PlayState* play) {
void func_80BD1DB8(EnZov* this, PlayState* play) {
func_80BD1764(this);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0x1000, 0x200);
this->actor.world.rot.y = this->actor.shape.rot.y;
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 2, 0x1000, 0x200);
this->picto.actor.world.rot.y = this->picto.actor.shape.rot.y;
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
switch (play->msgCtx.currentTextId) {
@ -423,7 +423,7 @@ void func_80BD1DB8(EnZov* this, PlayState* play) {
break;
case 0x1039:
play->nextEntranceIndex = play->setupExitList[ENZOV_GET_FE00(&this->actor)];
play->nextEntranceIndex = play->setupExitList[ENZOV_GET_FE00(&this->picto.actor)];
play->transitionType = TRANS_TYPE_05;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.weekEventReg[78] |= 1;
@ -443,26 +443,29 @@ void func_80BD1DB8(EnZov* this, PlayState* play) {
void func_80BD1F1C(EnZov* this, PlayState* play) {
func_80BD1764(this);
if (this->actor.home.rot.y != this->actor.shape.rot.y) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 2, 0x1000, 0x200);
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->picto.actor.home.rot.y != this->picto.actor.shape.rot.y) {
Math_SmoothStepToS(&this->picto.actor.shape.rot.y, this->picto.actor.home.rot.y, 2, 0x1000, 0x200);
this->picto.actor.world.rot.y = this->picto.actor.shape.rot.y;
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) {
this->actionFunc = func_80BD1DB8;
func_80BD1D30(this, play);
} else if (func_80BD15A4(this, play)) {
func_800B8614(&this->actor, play, 120.0f);
func_800B8614(&this->picto.actor, play, 120.0f);
}
}
s32 func_80BD1FC8(PlayState* play, EnZov* this) {
s32 EnZov_ValidatePictograph(PlayState* play, Actor* thisx) {
s32 ret;
s32 pad;
EnZov* this = THIS;
ret = func_8013A530(play, &this->actor, 4, &this->actor.focus.pos, &this->actor.shape.rot, 10.0f, 300.0f, -1);
ret |= func_8013A530(play, &this->actor, 5, &this->unk_308, &this->actor.shape.rot, 50.0f, 160.0f, 0x3000);
ret |= func_8013A530(play, &this->actor, 6, &this->unk_314, &this->actor.shape.rot, 50.0f, 160.0f, 0x3000);
ret = Snap_ValidatePictograph(play, &this->picto.actor, PICTOGRAPH_LULU_HEAD, &this->picto.actor.focus.pos,
&this->picto.actor.shape.rot, 10.0f, 300.0f, -1);
ret |= Snap_ValidatePictograph(play, &this->picto.actor, PICTOGRAPH_LULU_RIGHT_ARM, &this->unk_308,
&this->picto.actor.shape.rot, 50.0f, 160.0f, 0x3000);
ret |= Snap_ValidatePictograph(play, &this->picto.actor, PICTOGRAPH_LULU_LEFT_ARM, &this->unk_314,
&this->picto.actor.shape.rot, 50.0f, 160.0f, 0x3000);
return ret;
}
@ -470,10 +473,10 @@ void EnZov_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnZov* this = THIS;
Actor_MoveWithGravity(&this->actor);
Collider_UpdateCylinder(&this->actor, &this->collider);
Actor_MoveWithGravity(&this->picto.actor);
Collider_UpdateCylinder(&this->picto.actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 10.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 10.0f, 10.0f, 10.0f, 4);
this->actionFunc(this, play);
@ -482,7 +485,7 @@ void EnZov_Update(Actor* thisx, PlayState* play) {
}
if ((this->unk_320 & 1) && func_80BD15A4(this, play)) {
Actor_TrackPlayer(play, &this->actor, &this->unk_2F0, &this->unk_2F6, this->actor.focus.pos);
Actor_TrackPlayer(play, &this->picto.actor, &this->unk_2F0, &this->unk_2F6, this->picto.actor.focus.pos);
} else {
if ((this->unk_320 & 0x10) && (this->unk_322 == 0)) {
Math_SmoothStepToS(&this->unk_2F0.x, -0x1B58, 6, 0x1838, 0x64);
@ -508,7 +511,7 @@ void EnZov_Update(Actor* thisx, PlayState* play) {
ActorCutscene_Stop(0x7C);
ActorCutscene_SetIntentToPlay(this->unk_328[this->unk_32C]);
} else if (ActorCutscene_GetCanPlayNext(this->unk_328[this->unk_32C])) {
ActorCutscene_Start(this->unk_328[this->unk_32C], &this->actor);
ActorCutscene_Start(this->unk_328[this->unk_32C], &this->picto.actor);
} else {
ActorCutscene_SetIntentToPlay(this->unk_328[this->unk_32C]);
}
@ -535,8 +538,8 @@ void EnZov_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
EnZov* this = THIS;
if (limbIndex == 12) {
Matrix_MultVec3f(&D_80BD2744, &this->actor.focus.pos);
Math_Vec3f_Copy(&this->unk_2FC, &this->actor.focus.pos);
Matrix_MultVec3f(&D_80BD2744, &this->picto.actor.focus.pos);
Math_Vec3f_Copy(&this->unk_2FC, &this->picto.actor.focus.pos);
this->unk_2FC.y += 10.0f;
}
@ -629,5 +632,5 @@ void EnZov_Draw(Actor* thisx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnZov_OverrideLimbDraw, EnZov_PostLimbDraw, &this->actor);
EnZov_OverrideLimbDraw, EnZov_PostLimbDraw, &this->picto.actor);
}

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@ -2,11 +2,11 @@
#define Z_EN_ZOV_H
#include "global.h"
#include "z64snap.h"
struct EnZov;
typedef void (*EnZovActionFunc)(struct EnZov*, PlayState*);
typedef s32 (*EnZovUnkFunc)(PlayState*, struct EnZov*);
#define ENZOV_GET_F(thisx) ((thisx)->params & 0xF)
#define ENZOV_GET_FE00(thisx) (((thisx)->params & 0xFE00) >> 9)
@ -15,8 +15,7 @@ typedef s32 (*EnZovUnkFunc)(PlayState*, struct EnZov*);
#define ENZOV_F_2 2
typedef struct EnZov {
/* 0x000 */ Actor actor;
/* 0x144 */ EnZovUnkFunc unk_144;
/* 0x000 */ PictoActor picto;
/* 0x148 */ Vec3s jontTable[23];
/* 0x1D2 */ Vec3s morphTable[23];
/* 0x25C */ SkelAnime skelAnime;

View File

@ -8,6 +8,7 @@
#include "z_obj_grass.h"
#include "overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "prevent_bss_reordering.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)

View File

@ -2649,12 +2649,12 @@
0x80139FA0:("SkinMatrix_SetYRotation",),
0x8013A068:("SkinMatrix_MulYRotation",),
0x8013A174:("SkinMatrix_SetZRotation",),
0x8013A240:("func_8013A240",),
0x8013A41C:("func_8013A41C",),
0x8013A46C:("func_8013A46C",),
0x8013A4C4:("func_8013A4C4",),
0x8013A504:("func_8013A504",),
0x8013A530:("func_8013A530",),
0x8013A240:("Snap_RecordPictographedActors",),
0x8013A41C:("Snap_SetFlag",),
0x8013A46C:("Snap_UnsetFlag",),
0x8013A4C4:("Snap_CheckFlag",),
0x8013A504:("Snap_AbsS",),
0x8013A530:("Snap_ValidatePictograph",),
0x8013A7C0:("SubS_FindDoor",),
0x8013A860:("SubS_DrawTransformFlexLimb",),
0x8013AB00:("SubS_DrawTransformFlex",),
@ -7539,18 +7539,18 @@
0x809455A0:("ItemInbox_Draw",),
0x80945650:("EnGe1_Init",),
0x809457C0:("EnGe1_Destroy",),
0x809457EC:("func_809457EC",),
0x80945924:("func_80945924",),
0x80945A00:("func_80945A00",),
0x80945A9C:("func_80945A9C",),
0x80945B60:("func_80945B60",),
0x80945C50:("func_80945C50",),
0x80945CAC:("func_80945CAC",),
0x80945CE4:("func_80945CE4",),
0x809457EC:("EnGe1_SetAnimation",),
0x80945924:("EnGe1_LookAtPlayer",),
0x80945A00:("EnGe1_ShadowDraw",),
0x80945A9C:("EnGe1_SetupPath",),
0x80945B60:("EnGe1_FollowPath",),
0x80945C50:("EnGe1_Scream",),
0x80945CAC:("EnGe1_Wait",),
0x80945CE4:("EnGe1_PerformCutsceneActions",),
0x8094607C:("EnGe1_Update",),
0x80946190:("func_80946190",),
0x80946238:("func_80946238",),
0x80946368:("func_80946368",),
0x80946190:("EnGe1_ValidatePictograph",),
0x80946238:("EnGe1_OverrideLimbDraw",),
0x80946368:("EnGe1_PostLimbDraw",),
0x80946400:("EnGe1_Draw",),
0x809466A0:("ObjBlockstop_Init",),
0x809466F0:("ObjBlockstop_CheckForBlock",),
@ -8017,7 +8017,7 @@
0x8096F5E0:("EnKakasi_Destroy",),
0x8096F60C:("EnKakasi_Init",),
0x8096F800:("EnKakasi_SetAnimation",),
0x8096F88C:("EnKakasi_8096F88C",),
0x8096F88C:("EnKakasi_ValidatePictograph",),
0x8096F8D8:("func_8096F8D8",),
0x8096FA18:("func_8096FA18",),
0x8096FAAC:("func_8096FAAC",),
@ -10591,7 +10591,7 @@
0x80A52018:("func_80A52018",),
0x80A52074:("func_80A52074",),
0x80A52134:("func_80A52134",),
0x80A52530:("func_80A52530",),
0x80A52530:("EnDnq_ValidatePictograph",),
0x80A5257C:("func_80A5257C",),
0x80A52604:("func_80A52604",),
0x80A52648:("func_80A52648",),
@ -10760,7 +10760,7 @@
0x80A619EC:("EnBal_Destroy",),
0x80A61A18:("func_80A61A18",),
0x80A61A44:("func_80A61A44",),
0x80A61A6C:("func_80A61A6C",),
0x80A61A6C:("EnBal_ValidatePictograph",),
0x80A61ADC:("func_80A61ADC",),
0x80A61B5C:("func_80A61B5C",),
0x80A61C9C:("func_80A61C9C",),
@ -11720,7 +11720,7 @@
0x80AB53DC:("EnMnk_Init",),
0x80AB59E8:("EnMnk_Destroy",),
0x80AB5A64:("func_80AB5A64",),
0x80AB5B38:("func_80AB5B38",),
0x80AB5B38:("EnMnk_ValidatePictograph",),
0x80AB5B84:("func_80AB5B84",),
0x80AB5BCC:("func_80AB5BCC",),
0x80AB5C14:("func_80AB5C14",),
@ -11916,7 +11916,7 @@
0x80AC299C:("EnBigokuta_MoveCamera",),
0x80AC2A1C:("EnBigokuta_ResetCamera",),
0x80AC2A7C:("EnBigokuta_ShootPlayer",),
0x80AC2B4C:("func_80AC2B4C",),
0x80AC2B4C:("EnBigokuta_ValidatePictograph",),
0x80AC2B98:("EnBigokuta_IsInWater",),
0x80AC2C30:("EnBigokuta_SpawnRipple",),
0x80AC2C84:("EnBigokuta_SetupIdle",),
@ -15728,7 +15728,7 @@
0x80BD1D94:("func_80BD1D94",),
0x80BD1DB8:("func_80BD1DB8",),
0x80BD1F1C:("func_80BD1F1C",),
0x80BD1FC8:("func_80BD1FC8",),
0x80BD1FC8:("EnZov_ValidatePictograph",),
0x80BD20B4:("EnZov_Update",),
0x80BD2380:("EnZov_OverrideLimbDraw",),
0x80BD2404:("EnZov_PostLimbDraw",),

View File

@ -8437,12 +8437,12 @@
0x809453C4:("D_809453C4","f32","",0x4),
0x80945600:("Item_Inbox_InitVars","UNK_TYPE1","",0x1),
0x809464B0:("En_Ge1_InitVars","UNK_TYPE1","",0x1),
0x809464D0:("D_809464D0","UNK_TYPE1","",0x1),
0x809464FC:("D_809464FC","UNK_TYPE1","",0x1),
0x80946524:("D_80946524","UNK_TYPE1","",0x1),
0x80946530:("D_80946530","UNK_TYPE1","",0x1),
0x8094653C:("D_8094653C","UNK_TYPE1","",0x1),
0x80946548:("D_80946548","UNK_TYPE1","",0x1),
0x809464D0:("sCylinderInit","ColliderCylinderInit","",0x1),
0x809464FC:("sAnimations","AnimationHeader","10",0x28),
0x80946524:("sHairstyleDLs","Gfx*","3",0xC),
0x80946530:("sInitialFocusPos","Vec3f","",0xC),
0x8094653C:("sZeroVec","Vec3f","",0xC),
0x80946548:("sEyeTextures","TexturePtr","3",0xC),
0x80946560:("jtbl_80946560","UNK_PTR","",0x4),
0x80946880:("Obj_Blockstop_InitVars","UNK_TYPE1","",0x1),
0x80947A40:("En_Sda_InitVars","UNK_TYPE1","",0x1),

View File

@ -1080,11 +1080,6 @@ D_0600007C = 0x0600007C;
D_0600CFE0 = 0x0600CFE0;
D_06011058 = 0x06011058;
// ovl_En_Ge1
D_06002B98 = 0x06002B98;
D_06002CA0 = 0x06002CA0;
// ovl_En_Ge2
D_0600030C = 0x0600030C;