diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2021-12-19 12:14:36 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-12-19 20:14:36 +0000 |
| commit | a7cece0fca6804f9c6869f7ca672f25b37127c9b (patch) | |
| tree | 762bbc410b9f370a01fa556e2ceced99eaac0379 /src/code | |
| parent | 1274b81c5e53c026678f5ace6f144e904633e4e2 (diff) | |
Code_800f07c0 OK with some documentation (#373)
* Matched func_800F07C0
* Matched func_800F0888
* Matched func_800F0944
* Matched func_800F09B4
* Matched func_800F0A94
* Matched func_800F0E94
* Matched func_800F0EEC
* Matched func_800F0F28
* Matched func_800F0FF0
* Matched func_800F10AC
* Matched func_800F112C
* Matched func_800F0DD4
* Matched func_800F0CE4
* Matched func_800F0A20
* Matched func_800F0BB4
* Fix functions.h
* Migrated data and add some doc comments, having BSS issues
* BSS fix
* Fix merge conflict
* Document
* Run Formatter
* Actually save functions.h
* Rename UnusedNPC to EnHy
* Change some rets and run format
* PR review
* Fix merge conflict
* Minor touchups
* Fix renamed func
* Change char to UNK_TYPE1
* Add header
* Rename two functions
* Fix capital X's in undefined_syms
* Convert char to UNK_TYPE1 in EnDoor
* Change huge ternary into if else for readability
* Fix up EnIn
* Better whitespace
* Format
* Revert UNK_TYPE1s in EnDoor
* Rename file
* Missed rename in undefined_syms
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/code_800F07C0.c | 31 | ||||
| -rw-r--r-- | src/code/z_en_hy.c | 271 |
2 files changed, 271 insertions, 31 deletions
diff --git a/src/code/code_800F07C0.c b/src/code/code_800F07C0.c deleted file mode 100644 index 9255dcfcb..000000000 --- a/src/code/code_800F07C0.c +++ /dev/null @@ -1,31 +0,0 @@ -#include "global.h" - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F07C0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0888.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0944.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F09B4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0A20.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0A94.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0BB4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0CE4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0DD4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0E94.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0EEC.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0F28.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F0FF0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F10AC.s") - -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800F07C0/func_800F112C.s") diff --git a/src/code/z_en_hy.c b/src/code/z_en_hy.c new file mode 100644 index 000000000..73adc5fa5 --- /dev/null +++ b/src/code/z_en_hy.c @@ -0,0 +1,271 @@ +/* + * File: z_en_hy.c + * Description: Unused System for NPCs (includes animation, door interaction, blinking, pathing, and collider helpers) + */ + +#include "global.h" +#include "overlays/actors/ovl_En_Door/z_en_door.h" + +extern AnimationHeader D_0600007C; +extern AnimationHeader D_0600066C; +extern AnimationHeader D_0600071C; +extern AnimationHeader D_060008C0; +extern AnimationHeader D_06000AB0; +extern AnimationHeader D_06000FDC; +extern AnimationHeader D_06001494; +extern AnimationHeader D_06001908; +extern AnimationHeader D_06001EE0; +extern AnimationHeader D_06005DC4; +extern AnimationHeader D_06005D9C; +extern AnimationHeader D_0600DED8; +extern AnimationHeader D_0600F920; +extern AnimationHeader D_0600FC1C; +extern AnimationHeader D_0600FEE4; +extern AnimationHeader D_06010330; + +static ActorAnimationEntryS animations[] = { + { &D_0600007C, 1.0f, 0, -1, 0, 0 }, { &D_06001494, 1.0f, 0, -1, 0, 0 }, { &D_06001494, 1.0f, 0, -1, 0, -8 }, + { &D_06001908, 1.0f, 0, -1, 0, 0 }, { &D_06001908, 1.0f, 0, -1, 0, -8 }, { &D_060008C0, 1.0f, 0, -1, 0, 0 }, + { &D_06005DC4, 1.0f, 0, -1, 0, 0 }, { &D_06000FDC, 1.0f, 0, -1, 0, 0 }, { &D_06000AB0, 1.0f, 0, -1, 0, -8 }, + { &D_0600066C, 1.0f, 0, -1, 0, 0 }, { &D_0600071C, 1.0f, 0, -1, 0, 0 }, { &D_06001EE0, 1.0f, 0, -1, 0, 0 }, + { &D_0600DED8, 1.5f, 0, -1, 2, 0 }, { &D_0600F920, 1.5f, 0, -1, 2, 0 }, { &D_0600FC1C, 1.0f, 0, -1, 0, 0 }, + { &D_0600FEE4, 1.0f, 0, -1, 0, 0 }, { &D_06010330, 1.0f, 0, -1, 0, 0 }, { &D_0600FC1C, 1.0f, 0, -1, 0, -8 }, + { &D_0600FEE4, 1.0f, 0, -1, 0, -8 }, { &D_06010330, 1.0f, 0, -1, 0, -8 }, { &D_06005D9C, 1.0f, 0, -1, 0, -8 }, +}; + +s8 D_801BC3F0[] = { -1, 1, 12, 13, 14, 9, 10, 11, 0, 6, 7, 8, 3, 4, 5, 2 }; + +s8 D_801BC400[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13, 0 }; + +u8 D_801BC410[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; + +s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) { + s16 frameCount; + s32 isChanged = false; + + if (animIndex >= 0 && animIndex <= 20) { + isChanged = true; + frameCount = animations[animIndex].frameCount; + if (frameCount < 0) { + frameCount = Animation_GetLastFrame(&animations[animIndex].animationSeg->common); + } + Animation_Change(skelAnime, animations[animIndex].animationSeg, animations[animIndex].playbackSpeed, + animations[animIndex].frame, frameCount, animations[animIndex].mode, + animations[animIndex].transitionRate); + } + return isChanged; +} + +//! @TODO: Return Door instance when c and h files are split +Actor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) { + Actor* nearestDoor = NULL; + Actor* doorIter = NULL; + Actor* door; + f32 dist; + s32 isSetup = false; + f32 minDist = 0.0f; + + do { + doorIter = func_ActorCategoryIterateById(globalCtx, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); + door = doorIter; + dist = Actor_DistanceBetweenActors(actor, door); + if (!isSetup || (dist < minDist)) { + nearestDoor = door; + minDist = dist; + isSetup = true; + } + doorIter = door->next; + } while (doorIter != NULL); + + if (1) {} + + return nearestDoor; +} + +void EnHy_ChangeObjectAndAnim(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) { + gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment); + EnHy_ChangeAnim(&enHy->skelAnime, animIndex); +} + +s32 EnHy_UpdateSkelAnime(EnHy* enHy, GlobalContext* globalCtx) { + s32 isUpdated = false; + + if (enHy->actor.draw != NULL) { + gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment); + SkelAnime_Update(&enHy->skelAnime); + isUpdated = true; + } + return isUpdated; +} + +void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) { + if (DECR(enHy->blinkTimer) == 0) { + enHy->eyeTexIndex++; + if (enHy->eyeTexIndex >= eyeTexMaxIndex) { + enHy->eyeTexIndex = 0; + enHy->blinkTimer = Rand_S16Offset(30, 30); + } + } +} + +s32 EnHy_Init(EnHy* enHy, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) { + s32 isInitialized = false; + + if ((func_8013D8DC(enHy->animObjIndex, globalCtx) == 1) && (func_8013D8DC(enHy->unk190, globalCtx) == 1) && + (func_8013D8DC(enHy->unk191, globalCtx) == 1) && (func_8013D8DC(enHy->unk192, globalCtx) == 1)) { + enHy->actor.objBankIndex = enHy->unk192; + isInitialized = true; + ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f); + gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->actor.objBankIndex].segment); + SkelAnime_InitFlex(globalCtx, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable, + 16); + EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); + } + return isInitialized; +} + +//! @TODO: Should just take EnDoor instead of actor when c and h are split +void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, Actor* door, s16 arg3, s16 arg4) { + s32 pad; + s8 sp3B; + Vec3f offset; + f32 phi_f0; + + Actor_CalcOffsetOrientedToDrawRotation(door, &offset, &enHy->actor.world.pos); + phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f; + sp3B = ((s8)phi_f0 < 0) ? 0 : 2; + EnHy_ChangeObjectAndAnim(enHy, globalCtx, (sp3B == 0) ? arg3 : arg4); + enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable; + enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable; + enHy->skelAnime.moveFlags |= 3; + AnimationContext_SetMoveActor(globalCtx, &enHy->actor, &enHy->skelAnime, 1.0f); + ((EnDoor*)door)->unk_1A1 = 1; + ((EnDoor*)door)->unk_1A0 = sp3B; +} + +s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) { + s32 ret = false; + s16 yaw; + Actor* door; + s32 pad; + + if (func_8013D68C(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) { + door = EnHy_FindNearestDoor(&enHy->actor, globalCtx); + if (door != NULL) { + ret = true; + func_800F0BB4(enHy, globalCtx, door, arg3, arg4); + yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->world.pos); + enHy->actor.world.pos.x += arg5 * Math_SinS(yaw); + enHy->actor.world.pos.z += arg5 * Math_CosS(yaw); + enHy->actor.world.rot.y = -yaw; + enHy->actor.shape.rot.y = -yaw; + enHy->actor.draw = draw; + } + } + return ret; +} + +s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) { + s32 ret = false; + s32 pad; + Actor* door; + + enHy->curPoint = 0; + if (func_8013D68C(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) { + door = EnHy_FindNearestDoor(&enHy->actor, globalCtx); + if (door != NULL) { + ret = true; + func_800F0BB4(enHy, globalCtx, door, arg2, arg3); + enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->world.pos); + enHy->actor.world.rot.y = enHy->actor.shape.rot.y; + enHy->actor.gravity = 0.0f; + enHy->actor.flags &= ~1; + } + } + return ret; +} + +s32 EnHy_SetPointFowards(EnHy* enHy, GlobalContext* globalCtx, f32 gravity, s16 animIndex) { + enHy->actor.gravity = gravity; + enHy->actor.flags |= 1; + EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); + enHy->curPoint++; + return 0; +} + +s32 EnHy_SetPointBackwards(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) { + EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); + enHy->curPoint--; + return 0; +} + +s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget) { + s16 rotStep; + s32 reachedEnd = false; + Vec3f curPointPos; + + Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); + rotStep = enHy->actor.speedXZ * 400.0f; + if (func_8013D68C(enHy->path, enHy->curPoint, &curPointPos) && func_8013D768(&enHy->actor, &curPointPos, rotStep)) { + enHy->curPoint++; + if (enHy->curPoint >= enHy->path->count) { + reachedEnd = true; + } + } + return reachedEnd; +} + +s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget) { + s16 rotStep; + s32 reachedEnd = false; + Vec3f curPointPos; + + Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); + rotStep = enHy->actor.speedXZ * 400.0f; + if (func_8013D68C(enHy->path, enHy->curPoint, &curPointPos) && func_8013D768(&enHy->actor, &curPointPos, rotStep)) { + enHy->curPoint--; + if (enHy->curPoint < 0) { + reachedEnd = true; + } + } + return reachedEnd; +} + +void EnHy_UpdateCollider(EnHy* enHy, GlobalContext* globalCtx) { + enHy->collider.dim.pos.x = enHy->actor.world.pos.x; + enHy->collider.dim.pos.y = enHy->actor.world.pos.y; + enHy->collider.dim.pos.z = enHy->actor.world.pos.z; + + CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base); + CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base); +} + +s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThreshold) { + u8 wasLeftFootOnGround = enHy->isLeftFootOnGround; + u8 wasRightFootOnGround = enHy->isRightFootOnGround; + s32 waterSfxId; + u16 sfxId; + u8 isFootOnGround; + + if (enHy->actor.bgCheckFlags & 0x20) { + if (enHy->actor.depthInWater < 20.0f) { + waterSfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG; + } else { + waterSfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG; + } + sfxId = waterSfxId + SFX_FLAG; + } else { + sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG; + } + + enHy->isLeftFootOnGround = isFootOnGround = func_8013DB90(globalCtx, &enHy->leftFootPos, distAboveThreshold); + if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) { + Audio_PlayActorSound2(&enHy->actor, sfxId); + } + + enHy->isRightFootOnGround = isFootOnGround = func_8013DB90(globalCtx, &enHy->rightFootPos, distAboveThreshold); + if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) { + Audio_PlayActorSound2(&enHy->actor, sfxId); + } + return 0; +} |
