Obj_Oshihiki (#636)

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Maide 2022-01-30 01:00:43 +00:00 committed by GitHub
parent e442808dfc
commit e4010be70c
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6 changed files with 622 additions and 64 deletions

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@ -2062,7 +2062,7 @@ void func_80123DA4(Player* player);
void func_80123E90(GlobalContext* globalCtx, Actor* actor);
void func_80123F2C(GlobalContext* globalCtx, s32 arg1);
s32 func_80123F48(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, f32 arg3);
// void func_80124020(void);
s32 func_80124020(void);
u8 Player_GetMask(GlobalContext* globalCtx);
void Player_RemoveMask(GlobalContext* globalCtx);
s32 func_8012405C(GlobalContext* globalCtx);

3
spec
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@ -1336,8 +1336,7 @@ beginseg
name "ovl_Obj_Oshihiki"
compress
include "build/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.o"
include "build/data/ovl_Obj_Oshihiki/ovl_Obj_Oshihiki.data.o"
include "build/data/ovl_Obj_Oshihiki/ovl_Obj_Oshihiki.reloc.o"
include "build/src/overlays/actors/ovl_Obj_Oshihiki/ovl_Obj_Oshihiki_reloc.o"
endseg
beginseg

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@ -5,8 +5,10 @@
*/
#include "z_obj_oshihiki.h"
#include "overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((ObjOshihiki*)thisx)
@ -15,7 +17,14 @@ void ObjOshihiki_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
void ObjOshihiki_OnScene(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupOnActor(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupPush(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupFall(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx);
const ActorInit Obj_Oshihiki_InitVars = {
ACTOR_OBJ_OSHIHIKI,
ACTORCAT_PROP,
@ -28,69 +37,567 @@ const ActorInit Obj_Oshihiki_InitVars = {
(ActorFunc)ObjOshihiki_Draw,
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80918898[] = {
static f32 sScales[] = { 0.1f, 0.2f, 0.4f, 0.1f, 0.2f, 0.4f };
static Color_RGB8 sColors[] = {
{ 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 },
{ 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 },
{ 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 },
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 500, ICHAIN_STOP),
};
#endif
// The vertices and center of the bottom face
static Vec3f sColCheckPoints[] = {
{ 29.99f, 1.01f, -29.99f }, { -29.99f, 1.01f, -29.99f }, { -29.99f, 1.01f, 29.99f },
{ 29.99f, 1.01f, 29.99f }, { 0.0f, 1.01f, 0.0f },
};
extern InitChainEntry D_80918898[];
static Vec2f sFaceVtx[] = {
{ -30.0f, 0.0f }, { 30.0f, 0.0f }, { -30.0f, 60.0f }, { 30.0f, 60.0f }, { -30.0f, 20.0f }, { 30.0f, 20.0f },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917290.s")
static Vec2f sFaceDirection[] = {
{ 1.0f, 1.0f }, { -1.0f, 1.0f }, { 1.0f, -1.0f }, { -1.0f, -1.0f }, { 1.0f, 3.0f }, { -1.0f, 3.0f },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_809172E4.s")
s8 D_80918940[] = { 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_8091734C.s")
void ObjOshihiki_RotateXZ(Vec3f* out, Vec3f* in, f32 sn, f32 cs) {
out->x = (in->z * sn) + (in->x * cs);
out->y = in->y;
out->z = (in->z * cs) - (in->x * sn);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917378.s")
s32 ObjOshihiki_StrongEnough(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 strength = OBJOSHIHIKI_GET_F(&this->dyna.actor);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917408.s")
if (this->cantMove) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917538.s")
if ((strength == OBJOSHIHIKI_F_0) || (strength == OBJOSHIHIKI_F_3)) {
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917604.s")
if (func_80124020() >= 2) {
return true;
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_8091763C.s")
void ObjOshihiki_ResetFloors(ObjOshihiki* this) {
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_8091768C.s")
for (i = 0; i < ARRAY_COUNT(this->floorBgIds); i++) {
this->floorBgIds[i] = BGCHECK_SCENE;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/ObjOshihiki_Init.s")
ObjOshihiki* ObjOshihiki_GetBlockUnder(ObjOshihiki* this, GlobalContext* globalCtx) {
DynaPolyActor* dyna;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/ObjOshihiki_Destroy.s")
if ((this->floorBgIds[this->highestFloor] != BGCHECK_SCENE) &&
(fabsf(this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) < 0.001f)) {
dyna = DynaPoly_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if ((dyna != NULL) && (dyna->actor.id == ACTOR_OBJ_OSHIHIKI)) {
return (ObjOshihiki*)dyna;
}
}
return NULL;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917840.s")
void ObjOshihiki_UpdateInitPos(ObjOshihiki* this) {
if (this->dyna.actor.home.pos.x < this->dyna.actor.world.pos.x) {
while ((this->dyna.actor.world.pos.x - this->dyna.actor.home.pos.x) >= 60.0f) {
this->dyna.actor.home.pos.x += 60.0f;
}
} else {
while ((this->dyna.actor.home.pos.x - this->dyna.actor.world.pos.x) >= 60.0f) {
this->dyna.actor.home.pos.x -= 60.0f;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_809179A0.s")
if (this->dyna.actor.home.pos.z < this->dyna.actor.world.pos.z) {
while ((this->dyna.actor.world.pos.z - this->dyna.actor.home.pos.z) >= 60.0f) {
this->dyna.actor.home.pos.z += 60.0f;
}
} else {
while ((this->dyna.actor.home.pos.z - this->dyna.actor.world.pos.z) >= 60.0f) {
this->dyna.actor.home.pos.z -= 60.0f;
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917AEC.s")
s32 ObjOshihiki_NoSwitchPress(ObjOshihiki* this, DynaPolyActor* dyna, GlobalContext* globalCtx) {
s16 dynaSwitchFlag;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917B44.s")
if (dyna == NULL) {
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917B9C.s")
if (dyna->actor.id == ACTOR_OBJ_SWITCH) {
dynaSwitchFlag = OBJSWITCH_GET_7F00(&dyna->actor);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917C14.s")
switch (OBJSWITCH_GET_33(&dyna->actor)) {
case OBJSWITCH_NORMAL_BLUE:
if ((dynaSwitchFlag == OBJOSHIHIKI_GET_7F00(&this->dyna.actor)) &&
Flags_GetSwitch(globalCtx, dynaSwitchFlag)) {
return false;
}
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917E8C.s")
case OBJSWITCH_INVERSE_BLUE:
if ((dynaSwitchFlag == OBJOSHIHIKI_GET_7F00(&this->dyna.actor)) &&
!Flags_GetSwitch(globalCtx, dynaSwitchFlag)) {
return false;
}
break;
}
}
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917F88.s")
void ObjOshihiki_SetScale(ObjOshihiki* this, GlobalContext* globalCtx) {
Actor_SetScale(&this->dyna.actor, sScales[OBJOSHIHIKI_GET_F(&this->dyna.actor)]);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80917FC0.s")
void ObjOshihiki_SetTextureStep(ObjOshihiki* this, GlobalContext* globalCtx) {
switch (OBJOSHIHIKI_GET_F(&this->dyna.actor)) {
case OBJOSHIHIKI_F_0:
case OBJOSHIHIKI_F_3:
this->textureStep = 0;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_809180C8.s")
case OBJOSHIHIKI_F_1:
case OBJOSHIHIKI_F_4:
this->textureStep = 1;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80918108.s")
case OBJOSHIHIKI_F_2:
case OBJOSHIHIKI_F_5:
this->textureStep = 2;
break;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80918314.s")
void ObjOshihiki_SetColor(ObjOshihiki* this, GlobalContext* globalCtx) {
Color_RGB8* src = &sColors[OBJOSHIHIKI_GET_F0(&this->dyna.actor)];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_8091834C.s")
this->color.r = src->r;
this->color.g = src->g;
this->color.b = src->b;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_8091851C.s")
void ObjOshihiki_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjOshihiki* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/func_80918574.s")
DynaPolyActor_Init(&this->dyna, 1);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/ObjOshihiki_Update.s")
if ((OBJOSHIHIKI_GET_FF00(&this->dyna.actor) >= OBJOSHIHIKI_FF00_0) &&
(OBJOSHIHIKI_GET_FF00(&this->dyna.actor) < OBJOSHIHIKI_FF00_80)) {
if (Flags_GetSwitch(globalCtx, OBJOSHIHIKI_GET_7F00(&this->dyna.actor))) {
switch (OBJOSHIHIKI_GET_F(&this->dyna.actor)) {
case OBJOSHIHIKI_F_0:
case OBJOSHIHIKI_F_1:
case OBJOSHIHIKI_F_2:
Actor_MarkForDeath(&this->dyna.actor);
return;
}
} else {
switch (OBJOSHIHIKI_GET_F(&this->dyna.actor)) {
case OBJOSHIHIKI_F_3:
case OBJOSHIHIKI_F_4:
case OBJOSHIHIKI_F_5:
Actor_MarkForDeath(&this->dyna.actor);
return;
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Oshihiki/ObjOshihiki_Draw.s")
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gameplay_dangeon_keep_Colheader_007498);
this->texture = Lib_SegmentedToVirtual(gameplay_dangeon_keep_Matanimheader_01B370);
ObjOshihiki_SetScale(this, globalCtx);
ObjOshihiki_SetTextureStep(this, globalCtx);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
ObjOshihiki_SetColor(this, globalCtx);
ObjOshihiki_ResetFloors(this);
ObjOshihiki_SetupOnActor(this, globalCtx);
}
void ObjOshihiki_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ObjOshihiki* this = THIS;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void ObjOshihiki_SetFloors(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f colCheckPoint;
Vec3f colCheckOffset;
s32 i;
for (i = 0; i < ARRAY_COUNT(sColCheckPoints); i++) {
colCheckOffset.x = sColCheckPoints[i].x * (this->dyna.actor.scale.x * 10.0f);
colCheckOffset.y = sColCheckPoints[i].y * (this->dyna.actor.scale.y * 10.0f);
colCheckOffset.z = sColCheckPoints[i].z * (this->dyna.actor.scale.z * 10.0f);
ObjOshihiki_RotateXZ(&colCheckPoint, &colCheckOffset, this->yawSin, this->yawCos);
colCheckPoint.x += this->dyna.actor.world.pos.x;
colCheckPoint.y += this->dyna.actor.prevPos.y;
colCheckPoint.z += this->dyna.actor.world.pos.z;
this->floorHeights[i] = BgCheck_EntityRaycastFloor6(
&globalCtx->colCtx, &this->floorPolys[i], &this->floorBgIds[i], &this->dyna.actor, &colCheckPoint, 0.0f);
}
}
s16 ObjOshihiki_GetHighestFloor(ObjOshihiki* this) {
s32 i;
s16 highestFloor = 0;
for (i = 1; i < ARRAY_COUNT(this->floorHeights); i++) {
if (this->floorHeights[i] > this->floorHeights[highestFloor]) {
highestFloor = i;
} else if ((this->floorBgIds[i] == BGCHECK_SCENE) &&
((this->floorHeights[i] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = i;
}
}
return highestFloor;
}
void ObjOshihiki_SetGround(ObjOshihiki* this, GlobalContext* globalCtx) {
ObjOshihiki_ResetFloors(this);
ObjOshihiki_SetFloors(this, globalCtx);
this->highestFloor = ObjOshihiki_GetHighestFloor(this);
this->dyna.actor.floorHeight = this->floorHeights[this->highestFloor];
}
s32 ObjOshihiki_CheckFloor(ObjOshihiki* this, GlobalContext* globalCtx) {
ObjOshihiki_SetGround(this, globalCtx);
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
return true;
}
return false;
}
s32 ObjOshihiki_CheckGround(ObjOshihiki* this, GlobalContext* globalCtx) {
if (this->dyna.actor.world.pos.y <= BGCHECK_Y_MIN + 10.0f) {
Actor_MarkForDeath(&this->dyna.actor);
return false;
}
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
return true;
}
return false;
}
s32 ObjOshihiki_CheckWall(GlobalContext* globalCtx, s16 angle, f32 direction, ObjOshihiki* this) {
f32 maxDists[2];
f32 maxDist;
f32 sn;
f32 cs;
s32 i;
Vec3f faceVtx;
Vec3f faceVtxNext;
Vec3f posResult;
Vec3f faceVtxOffset;
s32 bgId;
CollisionPoly* outPoly;
sn = Math_SinS(angle);
cs = Math_CosS(angle);
maxDists[0] = ((this->dyna.actor.scale.x * 300.0f) + 60.0f) - 0.5f;
if (direction > 0.0f) {
maxDists[1] = maxDists[0];
} else {
maxDists[0] = -maxDists[0];
maxDists[1] = -(((this->dyna.actor.scale.x * 300.0f) + 90.0f) - 0.5f);
}
for (i = 0; i < ARRAY_COUNT(sFaceDirection); i++) {
maxDist = maxDists[D_80918940[i]];
faceVtxOffset.x = (sFaceVtx[i].x * this->dyna.actor.scale.x * 10.0f) + sFaceDirection[i].x;
faceVtxOffset.y = (sFaceVtx[i].y * this->dyna.actor.scale.y * 10.0f) + sFaceDirection[i].y;
faceVtxOffset.z = 0.0f;
ObjOshihiki_RotateXZ(&faceVtx, &faceVtxOffset, sn, cs);
faceVtx.x += this->dyna.actor.world.pos.x;
faceVtx.y += this->dyna.actor.world.pos.y;
faceVtx.z += this->dyna.actor.world.pos.z;
faceVtxNext.x = (maxDist * sn) + faceVtx.x;
faceVtxNext.y = faceVtx.y;
faceVtxNext.z = (maxDist * cs) + faceVtx.z;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &faceVtx, &faceVtxNext, &posResult, &outPoly, 1, 0, 0, 1, &bgId,
&this->dyna.actor, 0.0f)) {
return true;
}
}
return false;
}
s32 ObjOshihiki_MoveWithBlockUnder(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* blockUnder = ObjOshihiki_GetBlockUnder(this, globalCtx);
if ((blockUnder != NULL) && (blockUnder->stateFlags & PUSHBLOCK_SETUP_PUSH)) {
if (!ObjOshihiki_CheckWall(globalCtx, blockUnder->dyna.yRotation, blockUnder->direction, this)) {
this->blockUnder = blockUnder;
}
}
if (this->stateFlags & PUSHBLOCK_MOVE_UNDER) {
if (this->blockUnder != NULL) {
if (this->blockUnder->stateFlags & PUSHBLOCK_PUSH) {
this->underDistX = this->blockUnder->dyna.actor.world.pos.x - this->blockUnder->dyna.actor.prevPos.x;
this->underDistZ = this->blockUnder->dyna.actor.world.pos.z - this->blockUnder->dyna.actor.prevPos.z;
this->dyna.actor.world.pos.x += this->underDistX;
this->dyna.actor.world.pos.z += this->underDistZ;
ObjOshihiki_UpdateInitPos(this);
return true;
}
if (!(this->blockUnder->stateFlags & PUSHBLOCK_SETUP_PUSH)) {
this->blockUnder = NULL;
}
}
}
return false;
}
void ObjOshihiki_SetupOnScene(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_SCENE;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.x = 0.0f;
this->actionFunc = ObjOshihiki_OnScene;
}
void ObjOshihiki_OnScene(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
this->stateFlags |= PUSHBLOCK_ON_SCENE;
if (this->timer <= 0) {
if (fabsf(this->dyna.pushForce) > 0.001f) {
if (ObjOshihiki_StrongEnough(this, globalCtx)) {
if (!ObjOshihiki_CheckWall(globalCtx, this->dyna.yRotation, this->dyna.pushForce, this)) {
this->direction = this->dyna.pushForce;
ObjOshihiki_SetupPush(this, globalCtx);
return;
}
}
player->stateFlags2 &= ~0x10;
this->dyna.pushForce = 0.0f;
}
} else if (fabsf(this->dyna.pushForce) > 0.001f) {
player->stateFlags2 &= ~0x10;
this->dyna.pushForce = 0.0f;
}
}
void ObjOshihiki_SetupOnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_ACTOR;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.x = 0.0f;
this->dyna.actor.gravity = -1.0f;
this->actionFunc = ObjOshihiki_OnActor;
}
void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
DynaPolyActor* dyna;
s32 sp20 = false;
this->stateFlags |= PUSHBLOCK_ON_ACTOR;
Actor_MoveWithGravity(&this->dyna.actor);
if (ObjOshihiki_CheckFloor(this, globalCtx)) {
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
dyna = DynaPoly_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if (dyna != NULL) {
DynaPolyActor_SetRidingFallingState(dyna);
DynaPolyActor_SetSwitchPressedState(dyna);
if ((this->timer <= 0) && (fabsf(this->dyna.pushForce) > 0.001f) &&
ObjOshihiki_StrongEnough(this, globalCtx) && ObjOshihiki_NoSwitchPress(this, dyna, globalCtx) &&
!ObjOshihiki_CheckWall(globalCtx, this->dyna.yRotation, this->dyna.pushForce, this)) {
this->direction = this->dyna.pushForce;
ObjOshihiki_SetupPush(this, globalCtx);
sp20 = true;
}
} else {
ObjOshihiki_SetupOnScene(this, globalCtx);
}
}
} else if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupFall(this, globalCtx);
} else {
dyna = DynaPoly_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if ((dyna != NULL) && (dyna->flags & 1)) {
DynaPolyActor_SetRidingFallingState(dyna);
DynaPolyActor_SetSwitchPressedState(dyna);
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
} else {
ObjOshihiki_SetupFall(this, globalCtx);
}
}
if (!sp20 && (fabsf(this->dyna.pushForce) > 0.001f)) {
player->stateFlags2 &= ~0x10;
this->dyna.pushForce = 0.0f;
}
}
void ObjOshihiki_SetupPush(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_PUSH;
this->dyna.actor.gravity = 0.0f;
this->pushSpeed = 2.0f;
this->actionFunc = ObjOshihiki_Push;
}
void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
f32 pushDistSigned;
s32 stopFlag;
this->stateFlags |= PUSHBLOCK_PUSH;
stopFlag = Math_StepToF(&this->pushDist, 60.0f, this->pushSpeed);
pushDistSigned = ((this->direction >= 0.0f) ? 1.0f : -1.0f) * this->pushDist;
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + (pushDistSigned * this->yawSin);
this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z + (pushDistSigned * this->yawCos);
if (!ObjOshihiki_CheckFloor(this, globalCtx)) {
this->dyna.actor.home.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.home.pos.z = this->dyna.actor.world.pos.z;
player->stateFlags2 &= ~0x10;
this->dyna.pushForce = 0.0f;
this->pushDist = 0.0f;
this->pushSpeed = 0.0f;
ObjOshihiki_SetupFall(this, globalCtx);
} else if (stopFlag) {
player = GET_PLAYER(globalCtx);
if (ObjOshihiki_CheckWall(globalCtx, this->dyna.yRotation, this->dyna.pushForce, this)) {
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
this->dyna.actor.home.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.home.pos.z = this->dyna.actor.world.pos.z;
player->stateFlags2 &= ~0x10;
this->dyna.pushForce = 0.0f;
this->pushDist = 0.0f;
this->pushSpeed = 0.0f;
this->timer = 10;
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
}
}
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
void ObjOshihiki_SetupFall(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_FALL;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.x = 0.0f;
this->dyna.actor.gravity = -1.0f;
ObjOshihiki_SetGround(this, globalCtx);
this->actionFunc = ObjOshihiki_Fall;
}
void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 temp_t4;
this->stateFlags |= PUSHBLOCK_FALL;
if (fabsf(this->dyna.pushForce) > 0.001f) {
this->dyna.pushForce = 0.0f;
player->stateFlags2 &= ~0x10;
}
Actor_MoveWithGravity(&this->dyna.actor);
if (ObjOshihiki_CheckGround(this, globalCtx)) {
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
}
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
Actor_PlaySfxAtPos(&this->dyna.actor,
SurfaceType_GetSfx(&globalCtx->colCtx, this->floorPolys[this->highestFloor],
this->floorBgIds[this->highestFloor]) +
SFX_FLAG);
}
}
void ObjOshihiki_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjOshihiki* this = THIS;
this->stateFlags &=
~(PUSHBLOCK_SETUP_FALL | PUSHBLOCK_FALL | PUSHBLOCK_SETUP_PUSH | PUSHBLOCK_PUSH | PUSHBLOCK_SETUP_ON_ACTOR |
PUSHBLOCK_ON_ACTOR | PUSHBLOCK_SETUP_ON_SCENE | PUSHBLOCK_ON_SCENE);
this->stateFlags |= PUSHBLOCK_MOVE_UNDER;
if (this->timer > 0) {
this->timer--;
}
this->dyna.actor.world.rot.y = this->dyna.yRotation;
this->yawSin = Math_SinS(this->dyna.actor.world.rot.y);
this->yawCos = Math_CosS(this->dyna.actor.world.rot.y);
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
}
void ObjOshihiki_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (ObjOshihiki_MoveWithBlockUnder(this, globalCtx)) {
Matrix_InsertTranslation(this->underDistX * 10.0f, 0.0f, this->underDistZ * 10.0f, MTXMODE_APPLY);
}
this->stateFlags &= ~PUSHBLOCK_MOVE_UNDER;
func_8012C28C(globalCtx->state.gfxCtx);
AnimatedMat_DrawStep(globalCtx, this->texture, this->textureStep);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0xFF, 0xFF, this->color.r, this->color.g, this->color.b, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_dangeon_keep_DL_0182A8);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

View File

@ -7,11 +7,57 @@ struct ObjOshihiki;
typedef void (*ObjOshihikiActionFunc)(struct ObjOshihiki*, GlobalContext*);
#define OBJOSHIHIKI_GET_F(thisx) ((thisx)->params & 0xF)
#define OBJOSHIHIKI_GET_F0(thisx) (((thisx)->params >> 4) & 0xF)
#define OBJOSHIHIKI_GET_7F00(thisx) (((thisx)->params >> 8) & 0x7F)
#define OBJOSHIHIKI_GET_FF00(thisx) (((thisx)->params >> 8) & 0xFF)
enum {
/* 0 */ OBJOSHIHIKI_F_0,
/* 1 */ OBJOSHIHIKI_F_1,
/* 2 */ OBJOSHIHIKI_F_2,
/* 3 */ OBJOSHIHIKI_F_3,
/* 4 */ OBJOSHIHIKI_F_4,
/* 5 */ OBJOSHIHIKI_F_5,
/* 6 */ OBJOSHIHIKI_F_6,
/* 7 */ OBJOSHIHIKI_F_7,
/* 8 */ OBJOSHIHIKI_F_8,
};
#define OBJOSHIHIKI_FF00_0 0
#define OBJOSHIHIKI_FF00_80 0x80
#define PUSHBLOCK_ON_SCENE (1 << 0)
#define PUSHBLOCK_SETUP_ON_SCENE (1 << 1)
#define PUSHBLOCK_ON_ACTOR (1 << 2)
#define PUSHBLOCK_SETUP_ON_ACTOR (1 << 3)
#define PUSHBLOCK_PUSH (1 << 4)
#define PUSHBLOCK_SETUP_PUSH (1 << 5)
#define PUSHBLOCK_FALL (1 << 6)
#define PUSHBLOCK_SETUP_FALL (1 << 7)
#define PUSHBLOCK_MOVE_UNDER (1 << 8)
typedef struct ObjOshihiki {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x18];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x015C */ ObjOshihikiActionFunc actionFunc;
/* 0x0160 */ char unk_160[0x6C];
/* 0x0160 */ u16 stateFlags;
/* 0x0162 */ s16 timer;
/* 0x0164 */ f32 yawSin;
/* 0x0168 */ f32 yawCos;
/* 0x016C */ f32 pushSpeed;
/* 0x0170 */ f32 pushDist;
/* 0x0174 */ f32 direction;
/* 0x0178 */ s32 floorBgIds[5];
/* 0x018C */ CollisionPoly* floorPolys[5];
/* 0x01A0 */ f32 floorHeights[5];
/* 0x01B4 */ s16 highestFloor;
/* 0x01B6 */ u8 cantMove;
/* 0x01B8 */ struct ObjOshihiki* blockUnder;
/* 0x01BC */ f32 underDistX;
/* 0x01C0 */ f32 underDistZ;
/* 0x01C4 */ s8 textureStep;
/* 0x01C5 */ Color_RGB8 color;
/* 0x01C8 */ AnimatedMaterial* texture;
} ObjOshihiki; // size = 0x1CC
extern const ActorInit Obj_Oshihiki_InitVars;

View File

@ -7,6 +7,12 @@ struct ObjSwitch;
typedef void (*ObjSwitchActionFunc)(struct ObjSwitch*, GlobalContext*);
#define OBJSWITCH_GET_33(thisx) ((thisx)->params & 0x33)
#define OBJSWITCH_GET_7F00(thisx) (((thisx)->params >> 8) & 0x7F)
#define OBJSWITCH_NORMAL_BLUE 0x20
#define OBJSWITCH_INVERSE_BLUE 0x30
typedef struct ObjSwitch {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x18];

View File

@ -6864,32 +6864,32 @@
0x8090C884:("EnFishing_OwnerOverrideLimbDraw",),
0x8090C8BC:("EnFishing_OwnerPostLimbDraw",),
0x8090C96C:("EnFishing_DrawOwner",),
0x80917290:("func_80917290",),
0x809172E4:("func_809172E4",),
0x8091734C:("func_8091734C",),
0x80917378:("func_80917378",),
0x80917408:("func_80917408",),
0x80917538:("func_80917538",),
0x80917604:("func_80917604",),
0x8091763C:("func_8091763C",),
0x8091768C:("func_8091768C",),
0x80917290:("ObjOshihiki_RotateXZ",),
0x809172E4:("ObjOshihiki_StrongEnough",),
0x8091734C:("ObjOshihiki_ResetFloors",),
0x80917378:("ObjOshihiki_GetBlockUnder",),
0x80917408:("ObjOshihiki_UpdateInitPos",),
0x80917538:("ObjOshihiki_NoSwitchPress",),
0x80917604:("ObjOshihiki_SetScale",),
0x8091763C:("ObjOshihiki_SetTextureStep",),
0x8091768C:("ObjOshihiki_SetColor",),
0x809176D0:("ObjOshihiki_Init",),
0x8091780C:("ObjOshihiki_Destroy",),
0x80917840:("func_80917840",),
0x809179A0:("func_809179A0",),
0x80917AEC:("func_80917AEC",),
0x80917B44:("func_80917B44",),
0x80917B9C:("func_80917B9C",),
0x80917C14:("func_80917C14",),
0x80917E8C:("func_80917E8C",),
0x80917F88:("func_80917F88",),
0x80917FC0:("func_80917FC0",),
0x809180C8:("func_809180C8",),
0x80918108:("func_80918108",),
0x80918314:("func_80918314",),
0x8091834C:("func_8091834C",),
0x8091851C:("func_8091851C",),
0x80918574:("func_80918574",),
0x80917840:("ObjOshihiki_SetFloors",),
0x809179A0:("ObjOshihiki_GetHighestFloor",),
0x80917AEC:("ObjOshihiki_SetGround",),
0x80917B44:("ObjOshihiki_CheckFloor",),
0x80917B9C:("ObjOshihiki_CheckGround",),
0x80917C14:("ObjOshihiki_CheckWall",),
0x80917E8C:("ObjOshihiki_MoveWithBlockUnder",),
0x80917F88:("ObjOshihiki_SetupOnScene",),
0x80917FC0:("ObjOshihiki_OnScene",),
0x809180C8:("ObjOshihiki_SetupOnActor",),
0x80918108:("ObjOshihiki_OnActor",),
0x80918314:("ObjOshihiki_SetupPush",),
0x8091834C:("ObjOshihiki_Push",),
0x8091851C:("ObjOshihiki_SetupFall",),
0x80918574:("ObjOshihiki_Fall",),
0x80918678:("ObjOshihiki_Update",),
0x80918700:("ObjOshihiki_Draw",),
0x80918B40:("func_80918B40",),