ovl_En_Torch2 OK (Elegy of Emptiness Shell) (#130)

* ovl_En_Torch2 OK (Elegy of Emptiness Statue)

* Identify dlists; address PR comments

* Rename object segment symbols
This commit is contained in:
Zach Banks 2021-05-19 20:58:32 -04:00 committed by GitHub
parent 5e7e5a1d9f
commit 43ccf66c48
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 173 additions and 15 deletions

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@ -1590,7 +1590,7 @@ struct ActorContext {
/* 0x1FC */ Vec3f unk1FC;
/* 0x208 */ UNK_TYPE1 pad208[0x48];
/* 0x250 */ void* unk250; // allocation of 0x20f0 bytes?
/* 0x254 */ UNK_TYPE1 pad254[0x14];
/* 0x254 */ u32 unk254[5];
/* 0x268 */ u8 unk268;
/* 0x269 */ UNK_TYPE1 pad269[0x1B];
}; // size = 0x284

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@ -1196,9 +1196,9 @@ SECTIONS
ovl_En_Torch2 : AT(RomLocation)
{
build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o(.text)
build/asm/overlays/ovl_En_Torch2_data.o(.data)
build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o(.data)
build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o(.rodata)
build/asm/overlays/ovl_En_Torch2_rodata.o(.rodata)
build/src/overlays/actors/ovl_En_Torch2/z_en_torch2_overlay.o(.ovl)
}
SegmentEnd = .;
SegmentSize = SegmentEnd - SegmentStart;

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@ -236,3 +236,9 @@ D_06000958 = 0x06000958;
/* z_en_jc_mato */
D_06000390 = 0x06000390;
/* z_en_torch2 */
D_0401C430 = 0x0401C430;
D_04048DF0 = 0x04048DF0;
D_04057B10 = 0x04057B10;
D_04089070 = 0x04089070;

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@ -1,5 +1,10 @@
#include "z_en_torch2.h"
/*
* File: z_en_torch2.c
* Overlay: ovl_En_Torch2
* Description: Elegy of Emptiness Shell
*/
#include "z_en_torch2.h"
#define FLAGS 0x00000010
#define THIS ((EnTorch2*)thisx)
@ -9,7 +14,14 @@ void EnTorch2_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx);
void EnTorch2_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void EnTorch2_UpdateIdle(Actor* thisx, GlobalContext* globalCtx);
void EnTorch2_UpdateDeath(Actor* thisx, GlobalContext* globalCtx);
extern Gfx D_0401C430[];
extern Gfx D_04048DF0[];
extern Gfx D_04057B10[];
extern Gfx D_04089070[];
const ActorInit En_Torch2_InitVars = {
ACTOR_EN_TORCH2,
ACTORCAT_ITEMACTION,
@ -21,16 +33,137 @@ const ActorInit En_Torch2_InitVars = {
(ActorFunc)EnTorch2_Update,
(ActorFunc)EnTorch2_Draw,
};
*/
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/EnTorch2_Init.asm")
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_METAL, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2,
OC2_TYPE_2, COLSHAPE_CYLINDER },
{ ELEMTYPE_UNK2, { 0x00100000, 0, 0 }, { 0xF7CFFFFF, 0, 0 }, TOUCH_NONE, BUMP_ON | BUMP_HOOKABLE, OCELEM_ON },
{ 20, 60, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/EnTorch2_Destroy.asm")
static InitChainEntry sInitChain[] = {
ICHAIN_S8(colChkInfo.mass, MASS_IMMOVABLE, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/EnTorch2_Update.asm")
// Shells for each of Link's different forms
// (Playing elegy as Fierce Deity puts down a human shell)
static Gfx* sShellDLists[] = {
D_0401C430, // Human
D_04048DF0, // Zora
D_04089070, // Deku
D_04057B10, // Goron
D_0401C430, // Human
};
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/func_808A3428.asm")
void EnTorch2_Init(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
s16 params;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/func_808A3458.asm")
Actor_ProcessInitChain(&this->actor, sInitChain);
Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Torch2_0x808A31B0/EnTorch2_Draw.asm")
// params: which form Link is in (e.g. human, deku, etc.)
params = this->actor.params;
if (params != TORCH2_PARAM_DEKU) {
this->actor.flags |= 0x4000000; // Can press switch
if (params == TORCH2_PARAM_GORON) {
this->actor.flags |= 0x20000; // Can press heavy switches
}
}
this->framesUntilNextState = 20;
}
void EnTorch2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
Collider_DestroyCylinder(globalCtx, &this->collider);
func_80169DCC(globalCtx, this->actor.params + 3, 0xFF, 0, 0xBFF, &this->actor.world, this->actor.shape.rot.y);
globalCtx->actorCtx.unk254[this->actor.params] = 0;
}
void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
u16 targetAlpha;
u16 remainingFrames;
s32 pad[2];
if (this->state == TORCH2_STATE_IDLE) {
this->actor.update = EnTorch2_UpdateIdle;
return;
}
this->actor.gravity = -1.0f;
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
func_800B78B8(globalCtx, &this->actor, 30.0f, 20.0f, 70.0f, 0x05);
if (this->framesUntilNextState == 0) {
remainingFrames = 0;
} else {
remainingFrames = --this->framesUntilNextState;
}
if (remainingFrames == 0) {
if (this->state == TORCH2_STATE_INITIALIZED) {
// Spawn in
if (this->alpha == 0) {
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
this->actor.shape.rot.y = this->actor.home.rot.y;
this->state = TORCH2_STATE_FADING_IN;
}
targetAlpha = 0;
} else if (this->state == TORCH2_STATE_FADING_IN) {
// Stay semitransparent until the player moves away
if ((this->actor.xzDistToPlayer > 32.0f) || (fabsf(this->actor.yDistToPlayer) > 70.0f)) {
this->state = TORCH2_STATE_SOLID;
}
targetAlpha = 60;
} else {
// Once the player has moved away, update collision and become opaque
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
targetAlpha = 255;
}
Math_StepToS(&this->alpha, targetAlpha, 8);
}
}
void EnTorch2_UpdateIdle(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
if (this->state == TORCH2_STATE_DYING) {
// Start death animation
this->actor.update = EnTorch2_UpdateDeath;
this->actor.velocity.y = 0.0f;
}
}
void EnTorch2_UpdateDeath(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
// Fall down and become transparent, then delete once invisible
if (Math_StepToS(&this->alpha, 0, 8)) {
Actor_MarkForDeath(&this->actor);
} else {
this->actor.gravity = -1.0f;
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
}
}
void EnTorch2_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnTorch2* this = THIS;
GlobalContext* unused = globalCtx;
Gfx* gfx = sShellDLists[thisx->params];
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->alpha == 0xFF) {
Scene_SetRenderModeXlu(globalCtx, 0, 0x01);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
func_800BDFC0(globalCtx, gfx);
} else {
Scene_SetRenderModeXlu(globalCtx, 1, 0x02);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->alpha);
func_800BE03C(globalCtx, gfx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

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@ -7,9 +7,28 @@ struct EnTorch2;
typedef struct EnTorch2 {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x50];
/* 0x144 */ ColliderCylinder collider;
/* 0x190 */ u8 state;
/* 0x191 */ u8 framesUntilNextState;
/* 0x192 */ s16 alpha;
} EnTorch2; // size = 0x194
typedef enum {
TORCH2_PARAM_HUMAN,
TORCH2_PARAM_GORON,
TORCH2_PARAM_ZORA,
TORCH2_PARAM_DEKU,
TORCH2_PARAM_FIERCE_DEITY,
} EnTorch2Param;
typedef enum {
TORCH2_STATE_INITIALIZED,
TORCH2_STATE_FADING_IN,
TORCH2_STATE_SOLID,
TORCH2_STATE_IDLE,
TORCH2_STATE_DYING,
} EnTorch2State;
extern const ActorInit En_Torch2_InitVars;
#endif // Z_EN_TORCH2_H

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@ -5690,8 +5690,8 @@
0x808A31B0:("EnTorch2_Init",),
0x808A323C:("EnTorch2_Destroy",),
0x808A32B0:("EnTorch2_Update",),
0x808A3428:("func_808A3428",),
0x808A3458:("func_808A3458",),
0x808A3428:("EnTorch2_UpdateIdle",),
0x808A3458:("EnTorch2_UpdateDeath",),
0x808A34B8:("EnTorch2_Draw",),
0x808A3670:("EnMinifrog_Init",),
0x808A38E4:("EnMinifrog_Destroy",),