From 62502ac22f063557fd025aaf94b93d5126f2a3a9 Mon Sep 17 00:00:00 2001 From: Tom Overton Date: Sat, 24 Sep 2022 11:21:01 -0700 Subject: [PATCH] Document object_mtoride (Woodfall scene objects) (#1062) * Name everything in object_mtoride * Get ready for PR * Update some of the names --- assets/xml/objects/object_mtoride.xml | 112 +++++++++++------- assets/xml/overlays/ovl_Dm_Char01.xml | 3 +- .../actors/ovl_Dm_Char01/z_dm_char01.c | 70 +++++------ 3 files changed, 106 insertions(+), 79 deletions(-) diff --git a/assets/xml/objects/object_mtoride.xml b/assets/xml/objects/object_mtoride.xml index a795477300..145fcd33f6 100644 --- a/assets/xml/objects/object_mtoride.xml +++ b/assets/xml/objects/object_mtoride.xml @@ -1,49 +1,71 @@  + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/assets/xml/overlays/ovl_Dm_Char01.xml b/assets/xml/overlays/ovl_Dm_Char01.xml index 3f855c3764..2aa05fcb66 100644 --- a/assets/xml/overlays/ovl_Dm_Char01.xml +++ b/assets/xml/overlays/ovl_Dm_Char01.xml @@ -1,6 +1,7 @@ + - + diff --git a/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c b/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c index 8c1aebc964..900530f4d8 100644 --- a/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c +++ b/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c @@ -80,11 +80,11 @@ void DmChar01_Init(Actor* thisx, PlayState* play) { this->unk_348 = 255.0f; for (i = 0; i < ARRAY_COUNT(this->unk_1AC); i++) { - this->unk_1AC[i] = ovl_dm_char01_Vtx_1BE0[i].v.ob[1] * 409.6f; + this->unk_1AC[i] = gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] * 409.6f; } DynaPolyActor_Init(&this->dyna, 0); - DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_009E4C); + DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryPoisonWaterDamageCol); this->unk_34D = true; if (gSaveContext.sceneSetupIndex == 1) { @@ -114,7 +114,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) { this->dyna.actor.world.rot.y += 0x8000; this->dyna.actor.shape.rot.y += 0x8000; DynaPolyActor_Init(&this->dyna, 0); - DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_010C3C); + DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleCol); this->unk_34D = true; this->unk_348 = 200.0f; this->actionFunc = func_80AA8F2C; @@ -131,7 +131,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) { Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_ETCETERA, 5.0f, 202.0f, 294.0f, 0, 0, 0, DEKU_FLOWER_PARAMS(DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE)); DynaPolyActor_Init(&this->dyna, 0); - DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_00FE5C); + DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleRampAndPlatformCol); this->unk_34D = true; if (!(gSaveContext.save.weekEventReg[20] & 2)) { @@ -252,8 +252,9 @@ void func_80AA892C(DmChar01* this, PlayState* play) { this->unk_34C = 0; } - for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) { - s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0])); + for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) { + s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) + + SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0])); f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000); f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos; @@ -265,7 +266,7 @@ void func_80AA892C(DmChar01* this, PlayState* play) { temp_f20 += temp_f18; this->unk_1AC[i] += 1600; - ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20; + gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20; } } @@ -297,8 +298,9 @@ void func_80AA8C28(DmChar01* this, PlayState* play) { break; } - for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) { - s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0])); + for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) { + s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) + + SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0])); f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000); f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos; @@ -310,7 +312,7 @@ void func_80AA8C28(DmChar01* this, PlayState* play) { temp_f20 += temp_f18; this->unk_1AC[i] += 1600; - ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20; + gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20; } Math_SmoothStepToF(&this->unk_348, 0.0f, 0.02f, 0.6f, 0.4f); @@ -404,18 +406,18 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { case DMCHAR01_0: switch (this->unk_34C) { case 0: - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00AA50)); - Gfx_DrawDListOpa(play, object_mtoride_DL_00A8F8); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWaterTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWaterDL); break; case 1: if (gSaveContext.sceneSetupIndex == 1) { - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8)); - Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8); - Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL); + Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL); Matrix_Translate(0.0f, 10.0f, 0.0f, MTXMODE_APPLY); } - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_009D70)); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryDynamicPoisonWaterTexAnim)); OPEN_DISPS(play->state.gfxCtx); @@ -426,10 +428,11 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { gDPPipeSync(POLY_OPA_DISP++); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x96, 255, 255, 255, 255); - gSPSegment(POLY_OPA_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0)); + gSPSegment(POLY_OPA_DISP++, 0x0B, + Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx)); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(POLY_OPA_DISP++, object_mtoride_DL_009928); + gSPDisplayList(POLY_OPA_DISP++, gWoodfallSceneryDynamicPoisonWaterDL); } else { func_8012C2DC(play->state.gfxCtx); @@ -437,19 +440,20 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x96, 255, 255, 255, (u8)this->unk_348); - gSPSegment(POLY_XLU_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0)); + gSPSegment(POLY_XLU_DISP++, 0x0B, + Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx)); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_009928); + gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryDynamicPoisonWaterDL); } CLOSE_DISPS(play->state.gfxCtx); break; case 2: - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8)); - Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8); - Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL); + Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL); break; } break; @@ -457,23 +461,23 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { case DMCHAR01_1: switch (this->unk_34C) { case 0: - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00A5C0)); - Gfx_DrawDListOpa(play, object_mtoride_DL_00A398); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWallsTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWallsDL); break; case 1: - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00B1A0)); - Gfx_DrawDListOpa(play, object_mtoride_DL_00AF98); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWallsTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryPurifiedWallsDL); break; } break; case DMCHAR01_2: - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00FE90)); - Gfx_DrawDListOpa(play, object_mtoride_DL_00DF18); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryTempleTexAnim)); + Gfx_DrawDListOpa(play, gWoodfallSceneryTempleDL); if ((this->unk_34C != 0) && ((u8)this->unk_348 != 0)) { - AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00F768)); + AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryWaterFlowingOverTempleTexAnim)); OPEN_DISPS(play->state.gfxCtx); @@ -484,7 +488,7 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (u8)this->unk_348); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_00F3C0); + gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryWaterFlowingOverTempleDL); CLOSE_DISPS(play->state.gfxCtx); } @@ -536,12 +540,12 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) { } } - Gfx_DrawDListXlu(play, object_mtoride_DL_00DE50); + Gfx_DrawDListXlu(play, gWoodfallSceneryTempleEntrancesDL); break; case DMCHAR01_3: if (thisx->world.pos.y > -120.0f) { - Gfx_DrawDListOpa(play, object_mtoride_DL_00FAE8); + Gfx_DrawDListOpa(play, gWoodfallSceneryTempleRampAndPlatformDL); } break; }