mirror of https://github.com/zeldaret/mm.git
Bg_Numa_Hana (Wooden Flower in Woodfall Temple) OK and documented, partial documentation of object_numa_obj (#666)
* Import data to C * BgNumaHana_Init OK * BgNumaHana_Destroy OK * BgNumaHana_Update OK * func_80A1A500 OK * func_80A1AE08 and func_80A1AE1C OK * func_80A1AA14 and func_80A1AA28 OK * func_80A1AA38 and func_80A1AA4C OK * A few more functions * Finish most functions * func_80A1A56C OK * BgNumaHana_Draw OK * Use generated reloc * Use object symbols * Actor flags * Minor cleanup * Some initial documentation * More documentation * Document flower petal struct * Some more struct vars * Name everything else * Finish documenting the object for the flower * Final doc pass * UNK_TYPE * Respond to review and fix build
This commit is contained in:
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@ -1,4 +1,5 @@
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<Root>
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<!-- Assets for actors in Woodfall Temple (doors, staircases, the wooden flower, poisoned/purified water) -->
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<File Name="object_numa_obj" Segment="6">
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<DList Name="object_numa_obj_DL_0007A0" Offset="0x7A0" />
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<DList Name="object_numa_obj_DL_0007A8" Offset="0x7A8" />
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@ -17,21 +18,24 @@
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<Texture Name="object_numa_obj_Tex_0072B0" OutName="tex_0072B0" Format="rgba16" Width="32" Height="64" Offset="0x72B0" />
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<DList Name="object_numa_obj_DL_008440" Offset="0x8440" />
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<Texture Name="object_numa_obj_Tex_0085A0" OutName="tex_0085A0" Format="rgba16" Width="32" Height="64" Offset="0x85A0" />
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<Collision Name="object_numa_obj_Colheader_009FE0" Offset="0x9FE0" />
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<Collision Name="object_numa_obj_Colheader_00A740" Offset="0xA740" />
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<DList Name="object_numa_obj_DL_00AB80" Offset="0xAB80" />
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<DList Name="object_numa_obj_DL_00AB88" Offset="0xAB88" />
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<DList Name="object_numa_obj_DL_00B920" Offset="0xB920" />
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<DList Name="object_numa_obj_DL_00B928" Offset="0xB928" />
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<DList Name="object_numa_obj_DL_00BE50" Offset="0xBE50" />
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<DList Name="object_numa_obj_DL_00BE58" Offset="0xBE58" />
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<Texture Name="object_numa_obj_Tex_00BFD0" OutName="tex_00BFD0" Format="rgba16" Width="32" Height="32" Offset="0xBFD0" />
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<Texture Name="object_numa_obj_Tex_00C7D0" OutName="tex_00C7D0" Format="rgba16" Width="32" Height="64" Offset="0xC7D0" />
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<Texture Name="object_numa_obj_Tex_00D7D0" OutName="tex_00D7D0" Format="rgba16" Width="32" Height="64" Offset="0xD7D0" />
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<Texture Name="object_numa_obj_Tex_00E7D0" OutName="tex_00E7D0" Format="rgba16" Width="32" Height="64" Offset="0xE7D0" />
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<Texture Name="object_numa_obj_Tex_00F7D0" OutName="tex_00F7D0" Format="rgba16" Width="32" Height="64" Offset="0xF7D0" />
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<Texture Name="object_numa_obj_Tex_0107D0" OutName="tex_0107D0" Format="rgba16" Width="32" Height="64" Offset="0x107D0" />
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<Texture Name="object_numa_obj_Tex_0117D0" OutName="tex_0117D0" Format="rgba16" Width="32" Height="64" Offset="0x117D0" />
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<!-- Wooden Flower -->
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<Collision Name="gWoodenFlowerOpenedFlowerCol" Offset="0x9FE0" />
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<Collision Name="gWoodenFlowerClosedFlowerCol" Offset="0xA740" />
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<DList Name="gWoodenFlowerEmpty1DL" Offset="0xAB80" /> <!-- Original name might be "m2_N_HANAin_modelT", may have originally been for transparency? -->
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<DList Name="gWoodenFlowerInnerPetalDL" Offset="0xAB88" />
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<DList Name="gWoodenFlowerEmpty2DL" Offset="0xB920" /> <!-- Original name might be "m2_N_HANAkuki_modelT", may have originally been for transparency? -->
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<DList Name="gWoodenFlowerStalkDL" Offset="0xB928" />
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<DList Name="gWoodenFlowerEmpty3DL" Offset="0xBE50" /> <!-- Original name might be "m2_N_HANAout_modelT", may have originally been for transparency? -->
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<DList Name="gWoodenFlowerOuterPetalDL" Offset="0xBE58" />
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<Texture Name="gWoodenFlowerPetalSidesTex" OutName="wooden_flower_petal_sides" Format="rgba16" Width="32" Height="32" Offset="0xBFD0" />
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<Texture Name="gWoodenFlowerInnerPetalTopTex" OutName="wooden_flower_inner_petal_top" Format="rgba16" Width="32" Height="64" Offset="0xC7D0" />
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<Texture Name="gWoodenFlowerInnerPetalBottomTex" OutName="wooden_flower_inner_petal_bottom" Format="rgba16" Width="32" Height="64" Offset="0xD7D0" />
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<Texture Name="gWoodenFlowerStalkTopTex" OutName="wooden_flower_stalk_top" Format="rgba16" Width="32" Height="64" Offset="0xE7D0" />
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<Texture Name="gWoodenFlowerStalkSidesTex" OutName="wooden_flower_stalk_sides" Format="rgba16" Width="32" Height="64" Offset="0xF7D0" />
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<Texture Name="gWoodenFlowerOuterPetalTopTex" OutName="wooden_flower_outer_petal_top" Format="rgba16" Width="32" Height="64" Offset="0x107D0" />
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<Texture Name="gWoodenFlowerOuterPetalBottomTex" OutName="wooden_flower_outer_petal_bottom" Format="rgba16" Width="32" Height="64" Offset="0x117D0" />
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<Collision Name="object_numa_obj_Colheader_012818" Offset="0x12818" />
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<DList Name="object_numa_obj_DL_0128E0" Offset="0x128E0" />
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<DList Name="object_numa_obj_DL_0129C0" Offset="0x129C0" />
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3
spec
3
spec
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@ -2629,8 +2629,7 @@ beginseg
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name "ovl_Bg_Numa_Hana"
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compress
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include "build/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.o"
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include "build/data/ovl_Bg_Numa_Hana/ovl_Bg_Numa_Hana.data.o"
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include "build/data/ovl_Bg_Numa_Hana/ovl_Bg_Numa_Hana.reloc.o"
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include "build/src/overlays/actors/ovl_Bg_Numa_Hana/ovl_Bg_Numa_Hana_reloc.o"
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endseg
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beginseg
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@ -5,8 +5,10 @@
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*/
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#include "z_bg_numa_hana.h"
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#include "objects/object_numa_obj/object_numa_obj.h"
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#include "objects/object_syokudai/object_syokudai.h"
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#define FLAGS 0x00000410
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_400)
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#define THIS ((BgNumaHana*)thisx)
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@ -15,14 +17,19 @@ void BgNumaHana_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgNumaHana_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgNumaHana_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80A1AA28(BgNumaHana* this, GlobalContext* globalCtx);
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void func_80A1AA4C(BgNumaHana* this, GlobalContext* globalCtx);
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void func_80A1AB00(BgNumaHana* this, GlobalContext* globalCtx);
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void func_80A1ABF0(BgNumaHana* this, GlobalContext* globalCtx);
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void func_80A1ACE0(BgNumaHana* this, GlobalContext* globalCtx);
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void func_80A1AE1C(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupDoNothing(BgNumaHana* this);
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void BgNumaHana_DoNothing(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupClosedIdle(BgNumaHana* this);
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void BgNumaHana_ClosedIdle(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupUnfoldInnerPetals(BgNumaHana* this);
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void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupUnfoldOuterPetals(BgNumaHana* this);
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void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupRaiseFlower(BgNumaHana* this);
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void BgNumaHana_RaiseFlower(BgNumaHana* this, GlobalContext* globalCtx);
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void BgNumaHana_SetupOpenedIdle(BgNumaHana* this);
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void BgNumaHana_OpenedIdle(BgNumaHana* this, GlobalContext* globalCtx);
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#if 0
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const ActorInit Bg_Numa_Hana_InitVars = {
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ACTOR_BG_NUMA_HANA,
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ACTORCAT_BG,
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@ -35,63 +42,379 @@ const ActorInit Bg_Numa_Hana_InitVars = {
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(ActorFunc)BgNumaHana_Draw,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_80A1B260 = {
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{ COLTYPE_METAL, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, },
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{ ELEMTYPE_UNK2, { 0x00000000, 0x00, 0x00 }, { 0x01CBFBB6, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON | BUMP_HOOKABLE, OCELEM_ON, },
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_METAL,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x01CBFBB6, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON | BUMP_HOOKABLE,
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OCELEM_ON,
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},
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{ 18, 16, 0, { 0, 0, 0 } },
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};
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// static InitChainEntry sInitChain[] = {
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static InitChainEntry D_80A1B2A8[] = {
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static FireObjInitParams sFireObjInit = {
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0.00405000010505f, 0.0500000007451f, 3, 1, 0, 0, 0,
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};
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static s16 sInitialAnglePerPetal[] = { 0x0000, 0x2AAA, 0x5555, 0x8000, 0xAAAA, 0xD555 };
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_STOP),
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};
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#endif
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/**
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* Spawns another wooden flower instance that handles the opened flower's collision.
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* Returns true if this wooden flower instance was succesfully spawned.
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*/
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s32 BgNumaHana_SpawnOpenFlowerCollisionChild(BgNumaHana* this, GlobalContext* globalCtx) {
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Actor* child;
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extern ColliderCylinderInit D_80A1B260;
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extern InitChainEntry D_80A1B2A8[];
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child = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_NUMA_HANA,
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this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z,
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BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION);
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extern UNK_TYPE D_06009FE0;
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extern UNK_TYPE D_0600B928;
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return child != NULL;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A500.s")
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void BgNumaHana_UpdatePetalPosRots(BgNumaHana* this) {
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f32 outerPetalPosScale;
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f32 innerPetalYPos;
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f32 outerPetalYPos;
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s16 angle;
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WoodenFlowerPetalPosRot* innerPetalPosRot;
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WoodenFlowerPetalPosRot* outerPetalPosRot;
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s32 i;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A56C.s")
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innerPetalYPos = this->dyna.actor.world.pos.y + -10.0f;
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angle = this->petalZRotation - 0x2000;
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outerPetalPosScale = (Math_CosS(angle) * 77.42784f) + 74.95192f;
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outerPetalYPos = (Math_SinS(this->petalZRotation) * 77.42784f) + this->dyna.actor.world.pos.y + -64.74976f;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A750.s")
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for (i = 0; i < ARRAY_COUNT(this->innerPetalPosRot); i++) {
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innerPetalPosRot = &this->innerPetalPosRot[i];
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outerPetalPosRot = &this->outerPetalPosRot[i];
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angle = sInitialAnglePerPetal[i] + this->dyna.actor.shape.rot.y + 0x1555;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Init.s")
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innerPetalPosRot->pos.x = (Math_SinS(angle) * 74.95192f) + this->dyna.actor.world.pos.x;
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innerPetalPosRot->pos.y = innerPetalYPos;
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innerPetalPosRot->pos.z = (Math_CosS(angle) * 74.95192f) + this->dyna.actor.world.pos.z;
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innerPetalPosRot->rot.x = this->dyna.actor.shape.rot.x;
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innerPetalPosRot->rot.y = angle - 0x4000;
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innerPetalPosRot->rot.z = this->dyna.actor.shape.rot.z + this->petalZRotation;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Destroy.s")
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outerPetalPosRot->pos.x = (Math_SinS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.x;
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outerPetalPosRot->pos.y = outerPetalYPos;
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outerPetalPosRot->pos.z = (Math_CosS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.z;
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outerPetalPosRot->rot.x = innerPetalPosRot->rot.x;
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outerPetalPosRot->rot.y = innerPetalPosRot->rot.y;
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outerPetalPosRot->rot.z = innerPetalPosRot->rot.z + this->outerPetalZRotation;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA14.s")
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/**
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* As the pieces of the petals finish unfolding, they shake to appear
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* as if they are "settling" into place. This function is responsible
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* for computing the extra rotation for this "settling".
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*/
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void BgNumaHana_UpdateSettleRotation(s16* settleZRotation, s16* settleAngle, f32* settleScale, f32 scaleStep) {
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*settleAngle += 0x32C8;
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Math_StepToF(settleScale, 0.0f, scaleStep);
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*settleZRotation += (s16)(Math_SinS(*settleAngle) * *settleScale);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA28.s")
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void BgNumaHana_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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DynaPolyActor* child;
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s32 type;
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BgNumaHana* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA38.s")
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type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, 3);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA4C.s")
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if (type == BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION) {
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DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gWoodenFlowerOpenedFlowerCol);
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BgNumaHana_SetupDoNothing(this);
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this->dyna.actor.draw = NULL;
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} else {
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DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gWoodenFlowerClosedFlowerCol);
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FireObj_Init(globalCtx, &this->fire, &sFireObjInit, &this->dyna.actor);
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Collider_InitCylinder(globalCtx, &this->torchCollider);
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Collider_SetCylinder(globalCtx, &this->torchCollider, &this->dyna.actor, &sCylinderInit);
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this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
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if (!BgNumaHana_SpawnOpenFlowerCollisionChild(this, globalCtx)) {
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Actor_MarkForDeath(&this->dyna.actor);
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return;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AAE8.s")
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if (gSaveContext.weekEventReg[12] & 1) {
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func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AB00.s")
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this->petalZRotation = 0x2000;
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this->innerPetalZRotation = 0x2000;
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this->innerPetalZRotationalVelocity = 0;
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this->settleZRotation = 0;
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this->settleAngle = 0;
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this->settleScale = 0.0f;
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this->outerPetalZRotation = -0x4000;
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this->outerPetalZRotationalVelocity = 0;
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this->flowerRotationalVelocity = 0x147;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ABD8.s")
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 210.0f;
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FireObj_SetState2(&this->fire, 0.05f, 2);
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Flags_SetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
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BgNumaHana_SetupOpenedIdle(this);
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} else {
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child = (DynaPolyActor*)this->dyna.actor.child;
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func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, child->bgId);
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Flags_UnsetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
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BgNumaHana_SetupClosedIdle(this);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ABF0.s")
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BgNumaHana_UpdatePetalPosRots(this);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ACCC.s")
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void BgNumaHana_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgNumaHana* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ACE0.s")
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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if (BG_NUMA_HANA_GET_TYPE(&this->dyna.actor) == BG_NUMA_HANA_TYPE_NORMAL) {
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FireObj_Destroy(globalCtx, &this->fire);
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Collider_DestroyCylinder(globalCtx, &this->torchCollider);
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}
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}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AE08.s")
|
||||
void BgNumaHana_SetupDoNothing(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_DoNothing;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AE1C.s")
|
||||
void BgNumaHana_DoNothing(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Update.s")
|
||||
void BgNumaHana_SetupClosedIdle(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_ClosedIdle;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Draw.s")
|
||||
/**
|
||||
* This function waits for the torch to be lit. Once it is, it starts
|
||||
* the cutscene where the petals unfold.
|
||||
*/
|
||||
void BgNumaHana_ClosedIdle(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
if (this->fire.state != 3) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLAME_IGNITION);
|
||||
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
|
||||
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
|
||||
gSaveContext.weekEventReg[12] |= 1;
|
||||
Flags_SetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
|
||||
BgNumaHana_SetupUnfoldInnerPetals(this);
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BgNumaHana_SetupUnfoldInnerPetals(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_UnfoldInnerPetals;
|
||||
this->transitionTimer = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Partially moves the flower to the "open" position by raising the "inner"
|
||||
* parts of the petals that are closest to the stalk.
|
||||
*/
|
||||
void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
Math_StepToS(&this->innerPetalZRotationalVelocity, 240, 14);
|
||||
if (Math_ScaledStepToS(&this->innerPetalZRotation, 0x2000, this->innerPetalZRotationalVelocity)) {
|
||||
if (this->transitionTimer >= 11) {
|
||||
BgNumaHana_SetupUnfoldOuterPetals(this);
|
||||
} else {
|
||||
if (this->transitionTimer <= 0) {
|
||||
this->settleZRotation = 0;
|
||||
this->settleAngle = 0;
|
||||
this->settleScale = 420.0f;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
}
|
||||
this->transitionTimer++;
|
||||
}
|
||||
} else {
|
||||
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG);
|
||||
}
|
||||
|
||||
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 20.0f);
|
||||
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
|
||||
BgNumaHana_UpdatePetalPosRots(this);
|
||||
}
|
||||
|
||||
void BgNumaHana_SetupUnfoldOuterPetals(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_UnfoldOuterPetals;
|
||||
this->transitionTimer = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Partially moves the flower to the "open" position by lowering the "outer"
|
||||
* parts of the petals that are furthest to the stalk.
|
||||
*/
|
||||
void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
Math_StepToS(&this->outerPetalZRotationalVelocity, 240, 14);
|
||||
if (Math_ScaledStepToS(&this->outerPetalZRotation, -0x4000, this->outerPetalZRotationalVelocity)) {
|
||||
if (this->transitionTimer >= 11) {
|
||||
BgNumaHana_SetupRaiseFlower(this);
|
||||
} else {
|
||||
if (this->transitionTimer <= 0) {
|
||||
this->settleZRotation = 0;
|
||||
this->settleAngle = 0x5120;
|
||||
this->settleScale = 130.0f;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
}
|
||||
this->transitionTimer++;
|
||||
}
|
||||
} else {
|
||||
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG);
|
||||
}
|
||||
|
||||
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 7.0f);
|
||||
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
|
||||
BgNumaHana_UpdatePetalPosRots(this);
|
||||
}
|
||||
|
||||
void BgNumaHana_SetupRaiseFlower(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_RaiseFlower;
|
||||
}
|
||||
|
||||
/**
|
||||
* This function slowly raises the flower to its final height and makes it start spinning.
|
||||
*/
|
||||
void BgNumaHana_RaiseFlower(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
DynaPolyActor* child;
|
||||
|
||||
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 10.0f);
|
||||
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
|
||||
Math_StepToS(&this->flowerRotationalVelocity, 0x111, 0xA);
|
||||
this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity;
|
||||
Math_StepToF(&this->dyna.actor.velocity.y, 3.0f, 0.3f);
|
||||
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 210.0f,
|
||||
this->dyna.actor.velocity.y)) {
|
||||
child = (DynaPolyActor*)this->dyna.actor.child;
|
||||
|
||||
// Swaps out the "closed" flower collision for the "opened" collision.
|
||||
func_800C6314(globalCtx, &globalCtx->colCtx.dyna, child->bgId);
|
||||
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
|
||||
|
||||
this->petalZRotation = 0x2000;
|
||||
this->innerPetalZRotation = 0x2000;
|
||||
this->innerPetalZRotationalVelocity = 0;
|
||||
this->settleZRotation = 0;
|
||||
this->settleAngle = 0;
|
||||
this->outerPetalZRotation = -0x4000;
|
||||
this->outerPetalZRotationalVelocity = 0;
|
||||
this->flowerRotationalVelocity = 0x147;
|
||||
this->settleScale = 0.0f;
|
||||
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
BgNumaHana_SetupOpenedIdle(this);
|
||||
}
|
||||
|
||||
BgNumaHana_UpdatePetalPosRots(this);
|
||||
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWER_ROLLING - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgNumaHana_SetupOpenedIdle(BgNumaHana* this) {
|
||||
this->actionFunc = BgNumaHana_OpenedIdle;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spins the "opened" flower around the y-axis.
|
||||
*/
|
||||
void BgNumaHana_OpenedIdle(BgNumaHana* this, GlobalContext* globalCtx) {
|
||||
this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity;
|
||||
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
|
||||
BgNumaHana_UpdatePetalPosRots(this);
|
||||
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWER_ROLLING - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgNumaHana_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
BgNumaHana* this = THIS;
|
||||
s32 type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
|
||||
Vec3f firePos;
|
||||
|
||||
if (type == BG_NUMA_HANA_TYPE_NORMAL) {
|
||||
firePos.x = this->dyna.actor.world.pos.x;
|
||||
firePos.y = this->dyna.actor.world.pos.y + 10.5f;
|
||||
firePos.z = this->dyna.actor.world.pos.z;
|
||||
FireObj_SetPosition(&this->fire, &firePos);
|
||||
FireObj_Update(globalCtx, &this->fire, &this->dyna.actor);
|
||||
}
|
||||
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
||||
if (type == BG_NUMA_HANA_TYPE_NORMAL) {
|
||||
this->dyna.actor.child->shape.rot = this->dyna.actor.shape.rot;
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->torchCollider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->torchCollider.base);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->torchCollider.base);
|
||||
}
|
||||
}
|
||||
|
||||
void BgNumaHana_Draw(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
GlobalContext* globalCtx = globalCtx2;
|
||||
BgNumaHana* this = THIS;
|
||||
WoodenFlowerPetalPosRot* innerPetalPosRot;
|
||||
WoodenFlowerPetalPosRot* outerPetalPosRot;
|
||||
s32 objectIndex;
|
||||
s32 i;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerStalkDL);
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(this->innerPetalPosRot); i++) {
|
||||
innerPetalPosRot = &this->innerPetalPosRot[i];
|
||||
outerPetalPosRot = &this->outerPetalPosRot[i];
|
||||
|
||||
Matrix_SetStateRotationAndTranslation(innerPetalPosRot->pos.x, innerPetalPosRot->pos.y, innerPetalPosRot->pos.z,
|
||||
&innerPetalPosRot->rot);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerInnerPetalDL);
|
||||
|
||||
Matrix_SetStateRotationAndTranslation(outerPetalPosRot->pos.x, outerPetalPosRot->pos.y, outerPetalPosRot->pos.z,
|
||||
&outerPetalPosRot->rot);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerOuterPetalDL);
|
||||
}
|
||||
|
||||
objectIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_SYOKUDAI);
|
||||
if ((objectIndex >= 0) && (Object_IsLoaded(&globalCtx->objectCtx, objectIndex))) {
|
||||
Matrix_SetStateRotationAndTranslation(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y - 64.5f,
|
||||
this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
|
||||
Matrix_Scale(1.5f, 1.5f, 1.5f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[objectIndex].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gObjectSyokudaiTypeNoSwitchDL);
|
||||
}
|
||||
|
||||
FireObj_Draw(globalCtx, &this->fire);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
|
|
|
@ -3,15 +3,41 @@
|
|||
|
||||
#include "global.h"
|
||||
|
||||
#define BG_NUMA_HANA_GET_TYPE(thisx) ((thisx)->params & 1)
|
||||
#define BG_NUMA_HANA_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x7F)
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ BG_NUMA_HANA_TYPE_NORMAL,
|
||||
/* 1 */ BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION,
|
||||
} BgNumaHanaType;
|
||||
|
||||
struct BgNumaHana;
|
||||
|
||||
typedef void (*BgNumaHanaActionFunc)(struct BgNumaHana*, GlobalContext*);
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f pos;
|
||||
/* 0x0C */ Vec3s rot;
|
||||
/* 0x12 */ UNK_TYPE1 unk_12[0x2];
|
||||
} WoodenFlowerPetalPosRot; // size = 0x14
|
||||
|
||||
typedef struct BgNumaHana {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x0144 */ char unk_144[0xF0];
|
||||
/* 0x0234 */ BgNumaHanaActionFunc actionFunc;
|
||||
/* 0x0238 */ char unk_238[0x108];
|
||||
/* 0x000 */ DynaPolyActor dyna;
|
||||
/* 0x15C */ FireObj fire;
|
||||
/* 0x1E8 */ ColliderCylinder torchCollider;
|
||||
/* 0x234 */ BgNumaHanaActionFunc actionFunc;
|
||||
/* 0x238 */ WoodenFlowerPetalPosRot innerPetalPosRot[6];
|
||||
/* 0x2B0 */ WoodenFlowerPetalPosRot outerPetalPosRot[6];
|
||||
/* 0x328 */ s16 petalZRotation;
|
||||
/* 0x32A */ s16 innerPetalZRotation;
|
||||
/* 0x32C */ s16 innerPetalZRotationalVelocity;
|
||||
/* 0x32E */ s16 settleZRotation;
|
||||
/* 0x330 */ s16 settleAngle;
|
||||
/* 0x334 */ f32 settleScale;
|
||||
/* 0x338 */ s16 outerPetalZRotation;
|
||||
/* 0x33A */ s16 outerPetalZRotationalVelocity;
|
||||
/* 0x33C */ s16 flowerRotationalVelocity;
|
||||
/* 0x33E */ s16 transitionTimer;
|
||||
} BgNumaHana; // size = 0x340
|
||||
|
||||
extern const ActorInit Bg_Numa_Hana_InitVars;
|
||||
|
|
|
@ -9787,23 +9787,23 @@
|
|||
0x80A1A220:("ObjRaillift_Draw",),
|
||||
0x80A1A330:("ObjRaillift_DrawDekuFlowerPlatform",),
|
||||
0x80A1A360:("ObjRaillift_DrawDekuFlowerPlatformColorful",),
|
||||
0x80A1A500:("func_80A1A500",),
|
||||
0x80A1A56C:("func_80A1A56C",),
|
||||
0x80A1A750:("func_80A1A750",),
|
||||
0x80A1A500:("BgNumaHana_SpawnOpenFlowerCollisionChild",),
|
||||
0x80A1A56C:("BgNumaHana_UpdatePetalPosRots",),
|
||||
0x80A1A750:("BgNumaHana_UpdateSettleRotation",),
|
||||
0x80A1A7CC:("BgNumaHana_Init",),
|
||||
0x80A1A9AC:("BgNumaHana_Destroy",),
|
||||
0x80A1AA14:("func_80A1AA14",),
|
||||
0x80A1AA28:("func_80A1AA28",),
|
||||
0x80A1AA38:("func_80A1AA38",),
|
||||
0x80A1AA4C:("func_80A1AA4C",),
|
||||
0x80A1AAE8:("func_80A1AAE8",),
|
||||
0x80A1AB00:("func_80A1AB00",),
|
||||
0x80A1ABD8:("func_80A1ABD8",),
|
||||
0x80A1ABF0:("func_80A1ABF0",),
|
||||
0x80A1ACCC:("func_80A1ACCC",),
|
||||
0x80A1ACE0:("func_80A1ACE0",),
|
||||
0x80A1AE08:("func_80A1AE08",),
|
||||
0x80A1AE1C:("func_80A1AE1C",),
|
||||
0x80A1AA14:("BgNumaHana_SetupDoNothing",),
|
||||
0x80A1AA28:("BgNumaHana_DoNothing",),
|
||||
0x80A1AA38:("BgNumaHana_SetupClosedIdle",),
|
||||
0x80A1AA4C:("BgNumaHana_ClosedIdle",),
|
||||
0x80A1AAE8:("BgNumaHana_SetupUnfoldInnerPetals",),
|
||||
0x80A1AB00:("BgNumaHana_UnfoldInnerPetals",),
|
||||
0x80A1ABD8:("BgNumaHana_SetupUnfoldOuterPetals",),
|
||||
0x80A1ABF0:("BgNumaHana_UnfoldOuterPetals",),
|
||||
0x80A1ACCC:("BgNumaHana_SetupRaiseFlower",),
|
||||
0x80A1ACE0:("BgNumaHana_RaiseFlower",),
|
||||
0x80A1AE08:("BgNumaHana_SetupOpenedIdle",),
|
||||
0x80A1AE1C:("BgNumaHana_OpenedIdle",),
|
||||
0x80A1AE6C:("BgNumaHana_Update",),
|
||||
0x80A1AF68:("BgNumaHana_Draw",),
|
||||
0x80A1B3D0:("func_80A1B3D0",),
|
||||
|
|
|
@ -725,15 +725,6 @@ D_06000798 = 0x06000798;
|
|||
|
||||
D_06000098 = 0x06000098;
|
||||
|
||||
// ovl_Bg_Numa_Hana
|
||||
|
||||
D_06000870 = 0x06000870;
|
||||
D_06009FE0 = 0x06009FE0;
|
||||
D_0600A740 = 0x0600A740;
|
||||
D_0600AB88 = 0x0600AB88;
|
||||
D_0600B928 = 0x0600B928;
|
||||
D_0600BE58 = 0x0600BE58;
|
||||
|
||||
// ovl_Bg_Open_Shutter
|
||||
|
||||
D_060003E8 = 0x060003E8;
|
||||
|
|
Loading…
Reference in New Issue