Danpei movebg (#1429)

* Bg_Danpei_Movebg OK

* Cleanup

* PR comments

* Couple small things

* Address the nit

* Flags

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Synray 2024-05-16 05:29:14 -07:00 committed by GitHub
parent dd73e644cf
commit e6a69dfb2b
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GPG Key ID: B5690EEEBB952194
4 changed files with 197 additions and 24 deletions

3
spec
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@ -3445,8 +3445,7 @@ beginseg
name "ovl_Bg_Danpei_Movebg"
compress
include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.o"
include "$(BUILD_DIR)/data/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg.data.o"
include "$(BUILD_DIR)/data/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg.reloc.o"
include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Danpei_Movebg/ovl_Bg_Danpei_Movebg_reloc.o"
endseg
beginseg

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@ -6,15 +6,29 @@
#include "z_bg_danpei_movebg.h"
#include "objects/object_d_lift/object_d_lift.h"
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDanpeiMovebg*)thisx)
#define DANPEI_MOVEBG_FLAG_4 (1 << 2)
#define DANPEI_MOVEBG_FLAG_8 (1 << 3)
#define DANPEI_MOVEBG_FLAG_10 (1 << 4)
void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play);
void BgDanpeiMovebg_Destroy(Actor* thisx, PlayState* play);
void BgDanpeiMovebg_Update(Actor* thisx, PlayState* play);
#if 0
void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play);
void func_80AF70FC(BgDanpeiMovebg* this, PlayState* play);
void func_80AF74CC(Actor* thisx, PlayState* play);
u16 func_80AF705C(BgDanpeiMovebg* this, u16 flags);
void func_80AF71FC(BgDanpeiMovebg* this, PlayState* play);
void func_80AF72F8(BgDanpeiMovebg* this, PlayState* play);
void func_80AF7354(BgDanpeiMovebg* this, PlayState* play);
void func_80AF746C(BgDanpeiMovebg* this, PlayState* play);
ActorInit Bg_Danpei_Movebg_InitVars = {
/**/ ACTOR_BG_DANPEI_MOVEBG,
/**/ ACTORCAT_BG,
@ -27,38 +41,190 @@ ActorInit Bg_Danpei_Movebg_InitVars = {
/**/ NULL,
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80AF753C[] = {
static u16 D_80AF7530[] = { OBJECT_D_LIFT, OBJECT_DANPEI_OBJECT };
static Gfx* D_80AF7534[] = { gDampeGraveBrownElevatorDL };
static CollisionHeader* D_80AF7538[] = { &gDampeGraveBrownElevatorCol };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
#endif
s32 func_80AF6DE0(PlayState* this, ActorPathing* actorPathing) {
Actor* actor = actorPathing->actor;
s32 ret = false;
extern InitChainEntry D_80AF753C[];
if (actorPathing->distSqToCurPoint < SQ(actor->speed)) {
ret = true;
} else {
actor->world.rot.x = actorPathing->rotToCurPoint.x;
actor->world.rot.y = actorPathing->rotToCurPoint.y;
}
return ret;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF6DE0.s")
void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Init.s")
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF6EA8.s")
this->objectSlot = SubS_GetObjectSlot(D_80AF7530[BGDANPEIMOVEBG_GET_TYPE(thisx)], play);
if (this->objectSlot <= OBJECT_SLOT_NONE) {
Actor_Kill(&this->dyna.actor);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Destroy.s")
this->actionFunc = func_80AF6EA8;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/BgDanpeiMovebg_Update.s")
void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play) {
Actor* thisx = &this->dyna.actor;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF705C.s")
if (SubS_IsObjectLoaded(this->objectSlot, play)) {
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[this->objectSlot].segment);
this->dyna.actor.objectSlot = this->objectSlot;
this->dyna.actor.draw = func_80AF74CC;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_LoadMesh(play, &this->dyna, D_80AF7538[BGDANPEIMOVEBG_GET_TYPE(thisx)]);
this->dList = D_80AF7534[BGDANPEIMOVEBG_GET_TYPE(thisx)];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF70FC.s")
if (BGDANPEIMOVEBG_GET_TYPE(thisx) == 0) {
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.speed = 1.0f;
SubS_ActorPathing_Init(play, &thisx->world.pos, thisx, &this->actorPath, play->setupPathList,
BGDANPEIMOVEBG_GET_PATH_INDEX(thisx), 0, 0, 0, 0);
this->actionFunc = func_80AF70FC;
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF71FC.s")
void BgDanpeiMovebg_Destroy(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF72F8.s")
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF7354.s")
void BgDanpeiMovebg_Update(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF746C.s")
this->actionFunc(this, play);
this->prevFlags = this->flags;
this->flags &= ~DANPEI_MOVEBG_FLAG_1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Danpei_Movebg/func_80AF74CC.s")
u16 func_80AF705C(BgDanpeiMovebg* this, u16 flags) {
u16 newFlags = flags & ~(DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8 | DANPEI_MOVEBG_FLAG_10);
if (DynaPolyActor_IsActorOnTop(&this->dyna) && (this->flags & DANPEI_MOVEBG_FLAG_1)) {
newFlags |= DANPEI_MOVEBG_FLAG_4;
}
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (gSaveContext.save.playerForm == PLAYER_FORM_DEKU) {
newFlags |= DANPEI_MOVEBG_FLAG_8;
} else {
newFlags |= DANPEI_MOVEBG_FLAG_10;
}
}
return newFlags;
}
void func_80AF70FC(BgDanpeiMovebg* this, PlayState* play) {
this->flags = func_80AF705C(this, this->flags);
if (this->flags & (DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8)) {
if (this->flags & DANPEI_MOVEBG_FLAG_4) {
this->flags |= DANPEI_MOVEBG_FLAG_2;
}
this->actionFunc = func_80AF71FC;
} else if (this->flags & DANPEI_MOVEBG_FLAG_10) {
if (!(this->prevFlags & DANPEI_MOVEBG_FLAG_10)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SINK_WOOD_FLOOR);
}
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 8.0f, 1.0f, 2.0f, 0.01f);
} else {
if (this->prevFlags & DANPEI_MOVEBG_FLAG_10) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_REBOUND_WOOD_FLOOR);
}
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 1.0f, 2.0f, 0.01f);
}
}
void func_80AF71FC(BgDanpeiMovebg* this, PlayState* play) {
SubS_ActorPathing_Update(play, &this->actorPath, SubS_ActorPathing_ComputePointInfo, func_80AF6DE0,
SubS_ActorPathing_MoveWithoutGravityReverse, SubS_ActorPathing_SetNextPoint);
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_PLATE_LIFT_LEVEL - SFX_FLAG);
if (this->actorPath.flags & ACTOR_PATHING_REACHED_END_TEMPORARY) {
if (this->flags & DANPEI_MOVEBG_FLAG_2) {
this->flags &= ~DANPEI_MOVEBG_FLAG_2;
}
this->actionFunc = func_80AF72F8;
} else {
this->flags = func_80AF705C(this, this->flags);
if ((this->flags & DANPEI_MOVEBG_FLAG_10) ||
CHECK_FLAG_ALL(this->flags, DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8)) {
this->actionFunc = func_80AF746C;
} else if (!(this->flags & (DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8 | DANPEI_MOVEBG_FLAG_10))) {
this->actorPath.flags |= ACTOR_PATHING_MOVE_BACKWARDS;
this->dyna.actor.speed = 2.0f;
this->actionFunc = func_80AF7354;
}
}
}
void func_80AF72F8(BgDanpeiMovebg* this, PlayState* play) {
this->flags = func_80AF705C(this, this->flags);
if (!(this->flags & (DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8 | DANPEI_MOVEBG_FLAG_10))) {
this->actorPath.flags |= ACTOR_PATHING_MOVE_BACKWARDS;
this->dyna.actor.speed = 2.0f;
this->actionFunc = func_80AF7354;
}
}
void func_80AF7354(BgDanpeiMovebg* this, PlayState* play) {
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_PLATE_LIFT_LEVEL - SFX_FLAG);
this->flags = func_80AF705C(this, this->flags);
SubS_ActorPathing_Update(play, &this->actorPath, SubS_ActorPathing_ComputePointInfo, func_80AF6DE0,
SubS_ActorPathing_MoveWithoutGravityReverse, SubS_ActorPathing_SetNextPoint);
if ((this->flags & DANPEI_MOVEBG_FLAG_10) ||
CHECK_FLAG_ALL(this->flags, DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8)) {
this->actionFunc = func_80AF746C;
} else if ((this->flags & (DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8)) &&
!CHECK_FLAG_ALL(this->flags, DANPEI_MOVEBG_FLAG_4 | DANPEI_MOVEBG_FLAG_8)) {
this->actorPath.flags &= ~ACTOR_PATHING_MOVE_BACKWARDS;
this->dyna.actor.speed = 1.0f;
if (this->flags & DANPEI_MOVEBG_FLAG_4) {
this->flags |= DANPEI_MOVEBG_FLAG_2;
}
this->actionFunc = func_80AF71FC;
}
if (this->actorPath.flags & ACTOR_PATHING_REACHED_END_TEMPORARY) {
this->actorPath.flags &= ~ACTOR_PATHING_MOVE_BACKWARDS;
this->flags &= ~DANPEI_MOVEBG_FLAG_2;
this->dyna.actor.speed = 1.0f;
this->actionFunc = func_80AF70FC;
}
}
void func_80AF746C(BgDanpeiMovebg* this, PlayState* play) {
this->flags = func_80AF705C(this, this->flags);
if (!(this->flags & (DANPEI_MOVEBG_FLAG_8 | DANPEI_MOVEBG_FLAG_10))) {
if (this->actorPath.flags & ACTOR_PATHING_MOVE_BACKWARDS) {
this->actionFunc = func_80AF7354;
} else {
this->actionFunc = func_80AF71FC;
}
}
}
void func_80AF74CC(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
if (this->dList != NULL) {
Gfx_DrawDListOpa(play, this->dList);
}
}

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@ -7,12 +7,20 @@ struct BgDanpeiMovebg;
typedef void (*BgDanpeiMovebgActionFunc)(struct BgDanpeiMovebg*, PlayState*);
#define BGDANPEIMOVEBG_GET_PATH_INDEX(thisx) ((thisx)->params & 0x7F)
#define BGDANPEIMOVEBG_GET_TYPE(thisx) (((thisx)->params >> 0xE) & 3)
#define DANPEI_MOVEBG_FLAG_1 (1 << 0)
#define DANPEI_MOVEBG_FLAG_2 (1 << 1)
typedef struct BgDanpeiMovebg {
/* 0x000 */ DynaPolyActor dyna;
/* 0x15C */ BgDanpeiMovebgActionFunc actionFunc;
/* 0x160 */ char unk_160[0x6C];
/* 0x1CC */ u16 unk_1CC;
/* 0x1CE */ char unk_1CE[0xA];
/* 0x160 */ ActorPathing actorPath;
/* 0x1CC */ u16 flags;
/* 0x1CE */ u16 prevFlags;
/* 0x1D0 */ Gfx* dList;
/* 0x1D4 */ s8 objectSlot;
} BgDanpeiMovebg; // size = 0x1D8
#endif // Z_BG_DANPEI_MOVEBG_H

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@ -1293,8 +1293,8 @@ void EnTk_Update(Actor* thisx, PlayState* play) {
if (platform != NULL) {
if (platform->dyna.actor.id == ACTOR_BG_DANPEI_MOVEBG) {
platform->unk_1CC |= 1;
if (platform->unk_1CC & 2) {
platform->flags |= DANPEI_MOVEBG_FLAG_1;
if (platform->flags & DANPEI_MOVEBG_FLAG_2) {
this->unk_2CA |= 1;
}
}