ovl_En_Bh Decompiled (#906)

* ovl_En_Bh Decompiled

* some minor things

* Documentation

* pr review

* gEnBh - > gBh

* noneSkel nonsense fix

* pr review

* pr review
This commit is contained in:
Alejandro Asenjo 2022-07-11 23:36:11 -03:00 committed by GitHub
parent 9726a30109
commit a2f78fbc44
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 113 additions and 27 deletions

View File

@ -1,18 +1,18 @@
<Root> <Root>
<File Name="object_bh" Segment="6"> <File Name="object_bh" Segment="6">
<Animation Name="object_bh_Anim_000074" Offset="0x74" /> <Animation Name="gBhFlyingAnim" Offset="0x74" />
<DList Name="object_bh_DL_0002B0" Offset="0x2B0" /> <DList Name="gBhBodyDL" Offset="0x2B0" />
<DList Name="object_bh_DL_0003A0" Offset="0x3A0" /> <DList Name="gBhRightWingToEdgeDL" Offset="0x3A0" />
<DList Name="object_bh_DL_000450" Offset="0x450" /> <DList Name="gBhRightWingToBodyDL" Offset="0x450" />
<DList Name="object_bh_DL_0004D8" Offset="0x4D8" /> <DList Name="gBhLeftWingToEdgeDL" Offset="0x4D8" />
<DList Name="object_bh_DL_000588" Offset="0x588" /> <DList Name="gBhLeftWingToBodyDL" Offset="0x588" />
<Texture Name="object_bh_Tex_000610" OutName="tex_000610" Format="rgba16" Width="32" Height="32" Offset="0x610" /> <Texture Name="gBhBodyTex" OutName="en_bh_body" Format="rgba16" Width="32" Height="32" Offset="0x610" />
<Texture Name="object_bh_Tex_000E10" OutName="tex_000E10" Format="rgba16" Width="64" Height="32" Offset="0xE10" /> <Texture Name="gBhWingTex" OutName="en_bh_wing" Format="rgba16" Width="64" Height="32" Offset="0xE10" />
<Limb Name="object_bh_Standardlimb_001E10" Type="Standard" EnumName="OBJECT_BH_LIMB_01" Offset="0x1E10" /> <Limb Name="gBhBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_BODY" Offset="0x1E10" />
<Limb Name="object_bh_Standardlimb_001E1C" Type="Standard" EnumName="OBJECT_BH_LIMB_02" Offset="0x1E1C" /> <Limb Name="gBhRightWingToBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_RIGHT_WING_TO_BODY" Offset="0x1E1C" />
<Limb Name="object_bh_Standardlimb_001E28" Type="Standard" EnumName="OBJECT_BH_LIMB_03" Offset="0x1E28" /> <Limb Name="gBhRightWingToEdgeLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_RIGHT_WING_TO_EDGE" Offset="0x1E28" />
<Limb Name="object_bh_Standardlimb_001E34" Type="Standard" EnumName="OBJECT_BH_LIMB_04" Offset="0x1E34" /> <Limb Name="gBhLeftWingToBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_LEFT_WING_TO_BODY" Offset="0x1E34" />
<Limb Name="object_bh_Standardlimb_001E40" Type="Standard" EnumName="OBJECT_BH_LIMB_05" Offset="0x1E40" /> <Limb Name="gBhLeftWingToEdgeLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_LEFT_WING_TO_EDGE" Offset="0x1E40" />
<Skeleton Name="object_bh_Skel_001E60" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BH_LIMB_NONE" LimbMax="OBJECT_BH_LIMB_MAX" EnumName="object_bh_Limbs" Offset="0x1E60" /> <Skeleton Name="gBhSkel" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BH_LIMB_NONE" LimbMax="OBJECT_BH_LIMB_MAX" EnumName="ObjectBhLimbs" Offset="0x1E60" />
</File> </File>
</Root> </Root>

3
spec
View File

@ -5154,8 +5154,7 @@ beginseg
name "ovl_En_Bh" name "ovl_En_Bh"
compress compress
include "build/src/overlays/actors/ovl_En_Bh/z_en_bh.o" include "build/src/overlays/actors/ovl_En_Bh/z_en_bh.o"
include "build/data/ovl_En_Bh/ovl_En_Bh.data.o" include "build/src/overlays/actors/ovl_En_Bh/ovl_En_Bh_reloc.o"
include "build/data/ovl_En_Bh/ovl_En_Bh.reloc.o"
endseg endseg
beginseg beginseg

View File

@ -15,7 +15,8 @@ void EnBh_Destroy(Actor* thisx, PlayState* play);
void EnBh_Update(Actor* thisx, PlayState* play); void EnBh_Update(Actor* thisx, PlayState* play);
void EnBh_Draw(Actor* thisx, PlayState* play); void EnBh_Draw(Actor* thisx, PlayState* play);
#if 0 void func_80C22DEC(EnBh* this, PlayState* play);
const ActorInit En_Bh_InitVars = { const ActorInit En_Bh_InitVars = {
ACTOR_EN_BH, ACTOR_EN_BH,
ACTORCAT_ITEMACTION, ACTORCAT_ITEMACTION,
@ -28,16 +29,93 @@ const ActorInit En_Bh_InitVars = {
(ActorFunc)EnBh_Draw, (ActorFunc)EnBh_Draw,
}; };
#endif void EnBh_Init(Actor* thisx, PlayState* play) {
EnBh* this = THIS;
extern UNK_TYPE D_06000074; this->actor.flags &= ~ACTOR_FLAG_1;
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_InitFlex(play, &this->skelanime, &gBhSkel, &gBhFlyingAnim, this->jointTable, this->morphTable,
OBJECT_BH_LIMB_MAX);
Animation_PlayLoop(&this->skelanime, &gBhFlyingAnim);
this->actionFunc = func_80C22DEC;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bh/EnBh_Init.s") void EnBh_Destroy(Actor* thisx, PlayState* play) {
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bh/EnBh_Destroy.s") void func_80C22DEC(EnBh* this, PlayState* play) {
f32 xDiff;
f32 yDiff;
f32 zDiff;
f32 xzDist;
s16 xRot;
s16 yRot;
s16 zRot;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bh/func_80C22DEC.s") this->actor.speedXZ = 3.0f;
xDiff = this->pos.x - this->actor.world.pos.x;
yDiff = this->pos.y - this->actor.world.pos.y;
zDiff = this->pos.z - this->actor.world.pos.z;
xzDist = sqrtf(SQ(xDiff) + SQ(zDiff));
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bh/EnBh_Update.s") if ((this->timer2 == 0) || (xzDist < 100.0f)) {
this->pos.x = randPlusMinusPoint5Scaled(300.0f) + this->actor.home.pos.x;
this->pos.y = randPlusMinusPoint5Scaled(100.0f) + this->actor.home.pos.y;
this->pos.z = randPlusMinusPoint5Scaled(300.0f) + this->actor.home.pos.z;
this->timer2 = Rand_ZeroFloat(50.0f) + 30.0f;
this->step = 0;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bh/EnBh_Draw.s") yRot = Math_Atan2S(xDiff, zDiff);
xRot = Math_Atan2S(yDiff, xzDist);
zRot = Math_SmoothStepToS(&this->actor.world.rot.y, yRot, 0xA, this->step, 0);
if (zRot > 0x1000) {
zRot = 0x1000;
} else if (zRot < -0x1000) {
zRot = -0x1000;
}
Math_ApproachS(&this->actor.world.rot.x, xRot, 0xA, this->step);
Math_ApproachS(&this->actor.world.rot.z, -zRot, 0xA, this->step);
Math_ApproachS(&this->step, 0x200, 1, 0x10);
if ((s32)this->skelanime.playSpeed == 0) {
if (this->timer == 0) {
this->skelanime.playSpeed = 1.0f;
this->timer = Rand_ZeroFloat(70.0f) + 50.0f;
} else if (((this->timer & 7) == 7) && (Rand_ZeroOne() < 0.5f)) {
this->unk1E4 = randPlusMinusPoint5Scaled(3000.0f);
}
} else {
SkelAnime_Update(&this->skelanime);
if ((this->timer == 0) && (Animation_OnFrame(&this->skelanime, 6.0f))) {
this->skelanime.playSpeed = 0.0f;
this->timer = Rand_ZeroFloat(50.0f) + 50.0f;
}
}
this->actor.shape.rot.x = -this->actor.world.rot.x;
this->actor.shape.rot.y = this->actor.world.rot.y;
this->actor.shape.rot.z = this->actor.world.rot.z;
Math_ApproachS(&this->unk1E2, this->unk1E4, 3, 0x3E8);
}
void EnBh_Update(Actor* thisx, PlayState* play) {
EnBh* this = THIS;
Actor_MoveWithoutGravity(&this->actor);
DECR(this->timer2);
DECR(this->timer);
this->actionFunc(this, play);
Math_Vec3f_Copy(&this->actor.focus.pos, &this->actor.world.pos);
}
void EnBh_Draw(Actor* thisx, PlayState* play) {
EnBh* this = THIS;
func_8012C28C(play->state.gfxCtx);
Matrix_RotateZS(this->unk1E2, MTXMODE_APPLY);
SkelAnime_DrawFlexOpa(play, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount, NULL,
NULL, &this->actor);
}

View File

@ -2,15 +2,24 @@
#define Z_EN_BH_H #define Z_EN_BH_H
#include "global.h" #include "global.h"
#include "objects/object_bh/object_bh.h"
struct EnBh; struct EnBh;
typedef void (*EnBhActionFunc)(struct EnBh*, PlayState*); typedef void (*EnBhActionFunc)(struct EnBh*, PlayState*);
typedef struct EnBh { typedef struct EnBh {
/* 0x0000 */ Actor actor; /* 0x000 */ Actor actor;
/* 0x0144 */ char unk_144[0xA4]; /* 0x144 */ SkelAnime skelanime;
/* 0x01E8 */ EnBhActionFunc actionFunc; /* 0x188 */ Vec3s jointTable[OBJECT_BH_LIMB_MAX];
/* 0x1AC */ Vec3s morphTable[OBJECT_BH_LIMB_MAX];
/* 0x1D0 */ Vec3f pos;
/* 0x1DC */ s16 timer;
/* 0x1DE */ s16 timer2;
/* 0x1E0 */ s16 step;
/* 0x1E2 */ s16 unk1E2;
/* 0x1E4 */ s16 unk1E4;
/* 0x1E8 */ EnBhActionFunc actionFunc;
} EnBh; // size = 0x1EC } EnBh; // size = 0x1EC
extern const ActorInit En_Bh_InitVars; extern const ActorInit En_Bh_InitVars;