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ovl_Obj_Jgame_Light decompiled (#867)
* ovl_Obj_Jgame_Light decompiled * xml * doc * pr review * playstate * playstate * pr review * pr review * missing macro * pr review * pr review * pr review * pr review * isOn
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12
assets/xml/overlays/ovl_Obj_Jgame_Light.xml
Normal file
12
assets/xml/overlays/ovl_Obj_Jgame_Light.xml
Normal file
@ -0,0 +1,12 @@
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<Root>
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<File Name="ovl_Obj_Jgame_Light" BaseAddress="0x80C152F0" RangeStart="0x8FC" RangeEnd="0xE40">
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<!-- @bug: Based on the DList, this should be an invalid i16 -->
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<Texture Name="sObjJgameLightIncorrectTex" OutName="obj_jgamelight_incorrect" Static="On" Format="ia16" Width="16" Height="16" Offset="0x8FC"/>
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<!-- @bug: Based on the DList, this should be an invalid i16 -->
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<Texture Name="sObjJgameLightCorrectTex" OutName="obj_jgamelight_correct" Static="On" Format="ia16" Width="16" Height="16" Offset="0xAFC"/>
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<DList Name="gObjJgameLightIncorrectDL" Offset="0xD40"/>
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<DList Name="gObjJgameLightCorrectDL" Offset="0xDC0"/>
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</File>
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</Root>
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3
spec
3
spec
@ -5018,8 +5018,7 @@ beginseg
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name "ovl_Obj_Jgame_Light"
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compress
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include "build/src/overlays/actors/ovl_Obj_Jgame_Light/z_obj_jgame_light.o"
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include "build/data/ovl_Obj_Jgame_Light/ovl_Obj_Jgame_Light.data.o"
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include "build/data/ovl_Obj_Jgame_Light/ovl_Obj_Jgame_Light.reloc.o"
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include "build/src/overlays/actors/ovl_Obj_Jgame_Light/ovl_Obj_Jgame_Light_reloc.o"
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endseg
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beginseg
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@ -303,7 +303,7 @@ void func_80C1418C(EnJgameTsn* this, PlayState* play) {
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void func_80C141DC(EnJgameTsn* this) {
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this->unk_218 = Rand_Next() & 3;
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this->unk_2FC = 0;
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*this->unk_208[this->unk_218] |= 1;
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*this->unk_208[this->unk_218] |= OBJLUPYGAMELIFT_IGNITE_FIRE;
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this->actionFunc = func_80C14230;
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}
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@ -324,10 +324,10 @@ void func_80C14230(EnJgameTsn* this, PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(this->unk_208); i++) {
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if (i == this->unk_218) {
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*this->unk_208[i] |= 1;
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*this->unk_208[i] &= ~8;
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*this->unk_208[i] |= OBJLUPYGAMELIFT_IGNITE_FIRE;
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*this->unk_208[i] &= ~OBJLUPYGAMELIFT_SNUFF_FIRE;
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} else {
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*this->unk_208[i] |= 8;
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*this->unk_208[i] |= OBJLUPYGAMELIFT_SNUFF_FIRE;
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}
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}
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}
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@ -339,7 +339,7 @@ void func_80C14230(EnJgameTsn* this, PlayState* play) {
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Message_StartTextbox(play, 0x109F, &this->actor);
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this->unk_300 = 0x109F;
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player->stateFlags1 |= 0x20;
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*this->unk_208[this->unk_218] &= ~1;
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*this->unk_208[this->unk_218] &= ~OBJLUPYGAMELIFT_IGNITE_FIRE;
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func_801A2C20();
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func_80C14030(this);
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} else if ((player->actor.bgCheckFlags & 0x40) || (player->actor.bgCheckFlags & 0x20)) {
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@ -347,7 +347,7 @@ void func_80C14230(EnJgameTsn* this, PlayState* play) {
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Message_StartTextbox(play, 0x10A0, &this->actor);
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this->unk_300 = 0x10A0;
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player->stateFlags1 |= 0x20;
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*this->unk_208[this->unk_218] &= ~1;
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*this->unk_208[this->unk_218] &= ~OBJLUPYGAMELIFT_IGNITE_FIRE;
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func_801A2C20();
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func_80C14030(this);
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}
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@ -356,7 +356,7 @@ void func_80C14230(EnJgameTsn* this, PlayState* play) {
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Message_StartTextbox(play, 0x10A1, &this->actor);
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this->unk_300 = 0x10A1;
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player->stateFlags1 |= 0x20;
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*this->unk_208[this->unk_218] &= ~1;
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*this->unk_208[this->unk_218] &= ~OBJLUPYGAMELIFT_IGNITE_FIRE;
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func_801A2C20();
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func_80C14030(this);
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}
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@ -562,17 +562,17 @@ s32 func_80C14BCC(EnJgameTsn* this, PlayState* play) {
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if (phi_s3 == this->unk_218) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_TRE_BOX_APPEAR);
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*this->unk_208[phi_s3] |= 2;
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*this->unk_208[phi_s3] |= OBJLUPYGAMELIFT_DISPLAY_CORRECT;
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play->interfaceCtx.unk_25C = 1;
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return true;
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}
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if (*this->unk_208[phi_s3] & 1) {
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if (*this->unk_208[phi_s3] & OBJLUPYGAMELIFT_IGNITE_FIRE) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_TRE_BOX_APPEAR);
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*this->unk_208[phi_s3] |= 2;
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*this->unk_208[phi_s3] |= OBJLUPYGAMELIFT_DISPLAY_CORRECT;
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play->interfaceCtx.unk_25C = 1;
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} else {
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*this->unk_208[phi_s3] |= 4;
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*this->unk_208[phi_s3] |= OBJLUPYGAMELIFT_DISPLAY_INCORRECT;
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Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_ERROR);
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}
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}
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@ -5,17 +5,28 @@
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*/
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#include "z_obj_jgame_light.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_syokudai/object_syokudai.h"
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#define FLAGS (ACTOR_FLAG_10)
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#define THIS ((ObjJgameLight*)thisx)
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typedef enum {
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/* 0x0 */ OBJJGAMELIGHT_NONE,
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/* 0x1 */ OBJJGAMELIGHT_CORRECT,
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/* 0x2 */ OBJJGAMELIGHT_INCORRECT,
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} ObjJgameLightSignal;
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void ObjJgameLight_Init(Actor* thisx, PlayState* play);
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void ObjJgameLight_Destroy(Actor* thisx, PlayState* play);
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void ObjJgameLight_Update(Actor* thisx, PlayState* play);
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void ObjJgameLight_Draw(Actor* thisx, PlayState* play);
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#if 0
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void func_80C15474(ObjJgameLight* this, PlayState* play);
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void ObjJgameLight_UpdateCollision(ObjJgameLight* this, PlayState* play);
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void func_80C15718(ObjJgameLight* this, PlayState* play);
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const ActorInit Obj_Jgame_Light_InitVars = {
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ACTOR_OBJ_JGAME_LIGHT,
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ACTORCAT_PROP,
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@ -28,29 +39,173 @@ const ActorInit Obj_Jgame_Light_InitVars = {
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(ActorFunc)ObjJgameLight_Draw,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_80C15BC0 = {
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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, { 0x00100000, 0x00, 0x00 }, { 0xF6CFFFFF, 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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{ 0x00100000, 0x00, 0x00 },
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{ 0xF6CFFFFF, 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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{ 12, 45, 0, { 0, 0, 0 } },
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};
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#endif
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#include "assets/overlays/ovl_Obj_Jgame_Light/ovl_Obj_Jgame_Light.c"
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extern ColliderCylinderInit D_80C15BC0;
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void ObjJgameLight_Init(Actor* thisx, PlayState* play) {
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ObjJgameLight* this = THIS;
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LightInfo* lights = &this->lightInfo;
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extern UNK_TYPE D_060003A0;
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Actor_SetScale(&this->actor, 1.0f);
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func_800B4AEC(play, &this->actor, 50.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, func_800B4B50, 1.0f);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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Lights_PointGlowSetInfo(lights, this->actor.world.pos.x, (this->actor.world.pos.y + 70.0f), this->actor.world.pos.z,
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255, 255, 180, -1);
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this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
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Actor_SetFocus(&this->actor, 60.0f);
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this->actor.colChkInfo.health = 0;
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this->prevHealth = 0;
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this->isOn = false;
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this->lightRadius = 0;
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this->alpha = 0;
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this->signal = OBJJGAMELIGHT_NONE;
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this->flameScaleProportion = 0.0f;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/ObjJgameLight_Init.s")
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void ObjJgameLight_Destroy(Actor* thisx, PlayState* play) {
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ObjJgameLight* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/ObjJgameLight_Destroy.s")
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Collider_DestroyCylinder(play, &this->collider);
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LightContext_RemoveLight(play, &play->lightCtx, this->lightNode);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/func_80C15474.s")
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void func_80C15474(ObjJgameLight* this, PlayState* play) {
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u8 temp_a1;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/func_80C156C4.s")
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if ((this->actor.colChkInfo.health & OBJLUPYGAMELIFT_IGNITE_FIRE) && (this->isOn == false)) {
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if (this->lightRadius < 160) {
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this->lightRadius += 40;
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} else {
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this->lightRadius = 200;
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this->isOn = true;
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}
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if (this->flameScaleProportion < 0.7f) {
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this->flameScaleProportion += 0.3f;
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} else {
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this->flameScaleProportion = 1.0f;
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}
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} else if (this->actor.colChkInfo.health & OBJLUPYGAMELIFT_SNUFF_FIRE) {
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if (this->lightRadius > 40) {
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this->lightRadius -= 40;
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} else {
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this->lightRadius = -1;
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if (this->flameScaleProportion == 0.0f) {
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this->isOn = false;
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this->actor.colChkInfo.health &= ~OBJLUPYGAMELIFT_IGNITE_FIRE;
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this->actor.colChkInfo.health &= ~OBJLUPYGAMELIFT_SNUFF_FIRE;
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}
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}
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if (this->flameScaleProportion > 0.3f) {
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this->flameScaleProportion -= 0.3f;
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} else {
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this->flameScaleProportion = 0.0f;
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}
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}
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if (this->flameScaleProportion > 0.1f) {
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func_800B9010(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
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}
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temp_a1 = (s32)(Rand_ZeroOne() * 127.0f) + 128;
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Lights_PointSetColorAndRadius(&this->lightInfo, temp_a1, temp_a1 * 0.7f, 0, this->lightRadius);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/func_80C15718.s")
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void ObjJgameLight_UpdateCollision(ObjJgameLight* this, PlayState* play) {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/ObjJgameLight_Update.s")
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void func_80C15718(ObjJgameLight* this, PlayState* play) {
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if ((this->actor.colChkInfo.health & OBJLUPYGAMELIFT_IGNITE_FIRE) &&
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!(this->prevHealth & OBJLUPYGAMELIFT_IGNITE_FIRE)) {
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Audio_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EV_FLAME_IGNITION);
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this->prevHealth = this->actor.colChkInfo.health;
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}
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if (this->actor.colChkInfo.health & OBJLUPYGAMELIFT_DISPLAY_CORRECT) {
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this->actor.colChkInfo.health &= ~OBJLUPYGAMELIFT_DISPLAY_CORRECT;
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this->alpha = 300;
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this->signal = OBJJGAMELIGHT_CORRECT;
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} else if (this->actor.colChkInfo.health & OBJLUPYGAMELIFT_DISPLAY_INCORRECT) {
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this->actor.colChkInfo.health &= ~OBJLUPYGAMELIFT_DISPLAY_INCORRECT;
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this->alpha = 300;
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this->signal = OBJJGAMELIGHT_INCORRECT;
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}
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if (this->alpha > 15) {
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this->alpha -= 15;
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} else {
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this->alpha = 0;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Jgame_Light/ObjJgameLight_Draw.s")
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void ObjJgameLight_Update(Actor* thisx, PlayState* play) {
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ObjJgameLight* this = THIS;
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func_80C15718(this, play);
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func_80C15474(this, play);
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ObjJgameLight_UpdateCollision(this, play);
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this->flameScroll++;
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}
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void ObjJgameLight_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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ObjJgameLight* this = THIS;
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OPEN_DISPS(play->state.gfxCtx);
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func_8012C28C(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, &gObjectSyokudaiTypeSwitchCausesFlameDL);
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if (this->alpha > 0) {
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func_8012C2DC(play->state.gfxCtx);
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if (this->alpha > 255) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 210, 64, 32, 255);
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} else {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 210, 64, 32, this->alpha);
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}
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (this->signal == OBJJGAMELIGHT_CORRECT) {
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gSPDisplayList(POLY_XLU_DISP++, gObjJgameLightCorrectDL);
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} else if (this->signal == OBJJGAMELIGHT_INCORRECT) {
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gSPDisplayList(POLY_XLU_DISP++, gObjJgameLightIncorrectDL);
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}
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}
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if (this->flameScaleProportion != 0.0f) {
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f32 scale;
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func_8012C2DC(play->state.gfxCtx);
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scale = (this->flameScaleProportion * 27.0f) / 10000.0f;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->flameScroll * -20) & 0x1FF,
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0x20, 0x80));
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
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Matrix_Translate(0.0f, 52.0f, 0.0f, MTXMODE_APPLY);
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Matrix_RotateYS(
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((Camera_GetCamDirYaw(play->cameraPtrs[play->activeCamera]) - this->actor.shape.rot.y) + 0x8000),
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MTXMODE_APPLY);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -6,10 +6,25 @@
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struct ObjJgameLight;
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#define OBJJGAMELIGHT_GET_7F(thisx) ((thisx)->params & 0x7F)
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#define OBJLUPYGAMELIFT_IGNITE_FIRE (1 << 0)
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#define OBJLUPYGAMELIFT_DISPLAY_CORRECT (1 << 1)
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#define OBJLUPYGAMELIFT_DISPLAY_INCORRECT (1 << 2)
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#define OBJLUPYGAMELIFT_SNUFF_FIRE (1 << 3)
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typedef struct ObjJgameLight {
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/* 0x000 */ Actor actor;
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/* 0x144 */ char unk_144[0x78];
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/* 0x144 */ ColliderCylinder collider;
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/* 0x190 */ UNK_TYPE1 pad_190[4];
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/* 0x194 */ LightNode* lightNode;
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/* 0x198 */ LightInfo lightInfo;
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/* 0x1A8 */ f32 flameScaleProportion;
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/* 0x1AC */ s16 lightRadius;
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/* 0x1AE */ s16 flameScroll;
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/* 0x1B0 */ UNK_TYPE1 pad_1B0[2];
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/* 0x1B2 */ s16 alpha;
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/* 0x1B4 */ s16 signal;
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/* 0x1B6 */ s16 isOn;
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/* 0x1B8 */ u8 prevHealth;
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} ObjJgameLight; // size = 0x1BC
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extern const ActorInit Obj_Jgame_Light_InitVars;
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@ -16817,7 +16817,7 @@
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0x80C152F0:("ObjJgameLight_Init",),
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0x80C1542C:("ObjJgameLight_Destroy",),
|
||||
0x80C15474:("func_80C15474",),
|
||||
0x80C156C4:("func_80C156C4",),
|
||||
0x80C156C4:("ObjJgameLight_UpdateCollision",),
|
||||
0x80C15718:("func_80C15718",),
|
||||
0x80C157D4:("ObjJgameLight_Update",),
|
||||
0x80C15828:("ObjJgameLight_Draw",),
|
||||
|
@ -1515,10 +1515,6 @@ D_06000F00 = 0x06000F00;
|
||||
D_06000180 = 0x06000180;
|
||||
D_06000BA0 = 0x06000BA0;
|
||||
|
||||
// ovl_Obj_Jgame_Light
|
||||
|
||||
D_060003A0 = 0x060003A0;
|
||||
|
||||
// ovl_Obj_Lift
|
||||
|
||||
D_06000D10 = 0x06000D10;
|
||||
|
Loading…
Reference in New Issue
Block a user