Bg_Numa_Hana (Wooden Flower in Woodfall Temple) OK and documented, partial documentation of object_numa_obj (#666)

* Import data to C

* BgNumaHana_Init OK

* BgNumaHana_Destroy OK

* BgNumaHana_Update OK

* func_80A1A500 OK

* func_80A1AE08 and func_80A1AE1C OK

* func_80A1AA14 and func_80A1AA28 OK

* func_80A1AA38 and func_80A1AA4C OK

* A few more functions

* Finish most functions

* func_80A1A56C OK

* BgNumaHana_Draw OK

* Use generated reloc

* Use object symbols

* Actor flags

* Minor cleanup

* Some initial documentation

* More documentation

* Document flower petal struct

* Some more struct vars

* Name everything else

* Finish documenting the object for the flower

* Final doc pass

* UNK_TYPE

* Respond to review and fix build
This commit is contained in:
Tom Overton
2022-02-19 13:18:15 -08:00
committed by GitHub
parent 249871642f
commit debcfa3d72
6 changed files with 426 additions and 83 deletions
@@ -5,8 +5,10 @@
*/
#include "z_bg_numa_hana.h"
#include "objects/object_numa_obj/object_numa_obj.h"
#include "objects/object_syokudai/object_syokudai.h"
#define FLAGS 0x00000410
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_400)
#define THIS ((BgNumaHana*)thisx)
@@ -15,14 +17,19 @@ void BgNumaHana_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgNumaHana_Update(Actor* thisx, GlobalContext* globalCtx);
void BgNumaHana_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80A1AA28(BgNumaHana* this, GlobalContext* globalCtx);
void func_80A1AA4C(BgNumaHana* this, GlobalContext* globalCtx);
void func_80A1AB00(BgNumaHana* this, GlobalContext* globalCtx);
void func_80A1ABF0(BgNumaHana* this, GlobalContext* globalCtx);
void func_80A1ACE0(BgNumaHana* this, GlobalContext* globalCtx);
void func_80A1AE1C(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupDoNothing(BgNumaHana* this);
void BgNumaHana_DoNothing(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupClosedIdle(BgNumaHana* this);
void BgNumaHana_ClosedIdle(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupUnfoldInnerPetals(BgNumaHana* this);
void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupUnfoldOuterPetals(BgNumaHana* this);
void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupRaiseFlower(BgNumaHana* this);
void BgNumaHana_RaiseFlower(BgNumaHana* this, GlobalContext* globalCtx);
void BgNumaHana_SetupOpenedIdle(BgNumaHana* this);
void BgNumaHana_OpenedIdle(BgNumaHana* this, GlobalContext* globalCtx);
#if 0
const ActorInit Bg_Numa_Hana_InitVars = {
ACTOR_BG_NUMA_HANA,
ACTORCAT_BG,
@@ -35,63 +42,379 @@ const ActorInit Bg_Numa_Hana_InitVars = {
(ActorFunc)BgNumaHana_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_80A1B260 = {
{ COLTYPE_METAL, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK2, { 0x00000000, 0x00, 0x00 }, { 0x01CBFBB6, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON | BUMP_HOOKABLE, OCELEM_ON, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0x01CBFBB6, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 18, 16, 0, { 0, 0, 0 } },
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80A1B2A8[] = {
static FireObjInitParams sFireObjInit = {
0.00405000010505f, 0.0500000007451f, 3, 1, 0, 0, 0,
};
static s16 sInitialAnglePerPetal[] = { 0x0000, 0x2AAA, 0x5555, 0x8000, 0xAAAA, 0xD555 };
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_STOP),
};
#endif
/**
* Spawns another wooden flower instance that handles the opened flower's collision.
* Returns true if this wooden flower instance was succesfully spawned.
*/
s32 BgNumaHana_SpawnOpenFlowerCollisionChild(BgNumaHana* this, GlobalContext* globalCtx) {
Actor* child;
extern ColliderCylinderInit D_80A1B260;
extern InitChainEntry D_80A1B2A8[];
child = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_NUMA_HANA,
this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z,
BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION);
extern UNK_TYPE D_06009FE0;
extern UNK_TYPE D_0600B928;
return child != NULL;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A500.s")
void BgNumaHana_UpdatePetalPosRots(BgNumaHana* this) {
f32 outerPetalPosScale;
f32 innerPetalYPos;
f32 outerPetalYPos;
s16 angle;
WoodenFlowerPetalPosRot* innerPetalPosRot;
WoodenFlowerPetalPosRot* outerPetalPosRot;
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A56C.s")
innerPetalYPos = this->dyna.actor.world.pos.y + -10.0f;
angle = this->petalZRotation - 0x2000;
outerPetalPosScale = (Math_CosS(angle) * 77.42784f) + 74.95192f;
outerPetalYPos = (Math_SinS(this->petalZRotation) * 77.42784f) + this->dyna.actor.world.pos.y + -64.74976f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1A750.s")
for (i = 0; i < ARRAY_COUNT(this->innerPetalPosRot); i++) {
innerPetalPosRot = &this->innerPetalPosRot[i];
outerPetalPosRot = &this->outerPetalPosRot[i];
angle = sInitialAnglePerPetal[i] + this->dyna.actor.shape.rot.y + 0x1555;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Init.s")
innerPetalPosRot->pos.x = (Math_SinS(angle) * 74.95192f) + this->dyna.actor.world.pos.x;
innerPetalPosRot->pos.y = innerPetalYPos;
innerPetalPosRot->pos.z = (Math_CosS(angle) * 74.95192f) + this->dyna.actor.world.pos.z;
innerPetalPosRot->rot.x = this->dyna.actor.shape.rot.x;
innerPetalPosRot->rot.y = angle - 0x4000;
innerPetalPosRot->rot.z = this->dyna.actor.shape.rot.z + this->petalZRotation;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Destroy.s")
outerPetalPosRot->pos.x = (Math_SinS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.x;
outerPetalPosRot->pos.y = outerPetalYPos;
outerPetalPosRot->pos.z = (Math_CosS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.z;
outerPetalPosRot->rot.x = innerPetalPosRot->rot.x;
outerPetalPosRot->rot.y = innerPetalPosRot->rot.y;
outerPetalPosRot->rot.z = innerPetalPosRot->rot.z + this->outerPetalZRotation;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA14.s")
/**
* As the pieces of the petals finish unfolding, they shake to appear
* as if they are "settling" into place. This function is responsible
* for computing the extra rotation for this "settling".
*/
void BgNumaHana_UpdateSettleRotation(s16* settleZRotation, s16* settleAngle, f32* settleScale, f32 scaleStep) {
*settleAngle += 0x32C8;
Math_StepToF(settleScale, 0.0f, scaleStep);
*settleZRotation += (s16)(Math_SinS(*settleAngle) * *settleScale);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA28.s")
void BgNumaHana_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
DynaPolyActor* child;
s32 type;
BgNumaHana* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA38.s")
type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 3);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AA4C.s")
if (type == BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION) {
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gWoodenFlowerOpenedFlowerCol);
BgNumaHana_SetupDoNothing(this);
this->dyna.actor.draw = NULL;
} else {
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &gWoodenFlowerClosedFlowerCol);
FireObj_Init(globalCtx, &this->fire, &sFireObjInit, &this->dyna.actor);
Collider_InitCylinder(globalCtx, &this->torchCollider);
Collider_SetCylinder(globalCtx, &this->torchCollider, &this->dyna.actor, &sCylinderInit);
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
if (!BgNumaHana_SpawnOpenFlowerCollisionChild(this, globalCtx)) {
Actor_MarkForDeath(&this->dyna.actor);
return;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AAE8.s")
if (gSaveContext.weekEventReg[12] & 1) {
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AB00.s")
this->petalZRotation = 0x2000;
this->innerPetalZRotation = 0x2000;
this->innerPetalZRotationalVelocity = 0;
this->settleZRotation = 0;
this->settleAngle = 0;
this->settleScale = 0.0f;
this->outerPetalZRotation = -0x4000;
this->outerPetalZRotationalVelocity = 0;
this->flowerRotationalVelocity = 0x147;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ABD8.s")
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 210.0f;
FireObj_SetState2(&this->fire, 0.05f, 2);
Flags_SetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
BgNumaHana_SetupOpenedIdle(this);
} else {
child = (DynaPolyActor*)this->dyna.actor.child;
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, child->bgId);
Flags_UnsetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
BgNumaHana_SetupClosedIdle(this);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ABF0.s")
BgNumaHana_UpdatePetalPosRots(this);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ACCC.s")
void BgNumaHana_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgNumaHana* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1ACE0.s")
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
if (BG_NUMA_HANA_GET_TYPE(&this->dyna.actor) == BG_NUMA_HANA_TYPE_NORMAL) {
FireObj_Destroy(globalCtx, &this->fire);
Collider_DestroyCylinder(globalCtx, &this->torchCollider);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AE08.s")
void BgNumaHana_SetupDoNothing(BgNumaHana* this) {
this->actionFunc = BgNumaHana_DoNothing;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/func_80A1AE1C.s")
void BgNumaHana_DoNothing(BgNumaHana* this, GlobalContext* globalCtx) {
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Update.s")
void BgNumaHana_SetupClosedIdle(BgNumaHana* this) {
this->actionFunc = BgNumaHana_ClosedIdle;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Numa_Hana/BgNumaHana_Draw.s")
/**
* This function waits for the torch to be lit. Once it is, it starts
* the cutscene where the petals unfold.
*/
void BgNumaHana_ClosedIdle(BgNumaHana* this, GlobalContext* globalCtx) {
if (this->fire.state != 3) {
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLAME_IGNITION);
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
gSaveContext.weekEventReg[12] |= 1;
Flags_SetSwitch(globalCtx, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
BgNumaHana_SetupUnfoldInnerPetals(this);
} else {
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
}
}
}
void BgNumaHana_SetupUnfoldInnerPetals(BgNumaHana* this) {
this->actionFunc = BgNumaHana_UnfoldInnerPetals;
this->transitionTimer = 0;
}
/**
* Partially moves the flower to the "open" position by raising the "inner"
* parts of the petals that are closest to the stalk.
*/
void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, GlobalContext* globalCtx) {
Math_StepToS(&this->innerPetalZRotationalVelocity, 240, 14);
if (Math_ScaledStepToS(&this->innerPetalZRotation, 0x2000, this->innerPetalZRotationalVelocity)) {
if (this->transitionTimer >= 11) {
BgNumaHana_SetupUnfoldOuterPetals(this);
} else {
if (this->transitionTimer <= 0) {
this->settleZRotation = 0;
this->settleAngle = 0;
this->settleScale = 420.0f;
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
}
this->transitionTimer++;
}
} else {
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG);
}
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 20.0f);
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
BgNumaHana_UpdatePetalPosRots(this);
}
void BgNumaHana_SetupUnfoldOuterPetals(BgNumaHana* this) {
this->actionFunc = BgNumaHana_UnfoldOuterPetals;
this->transitionTimer = 0;
}
/**
* Partially moves the flower to the "open" position by lowering the "outer"
* parts of the petals that are furthest to the stalk.
*/
void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, GlobalContext* globalCtx) {
Math_StepToS(&this->outerPetalZRotationalVelocity, 240, 14);
if (Math_ScaledStepToS(&this->outerPetalZRotation, -0x4000, this->outerPetalZRotationalVelocity)) {
if (this->transitionTimer >= 11) {
BgNumaHana_SetupRaiseFlower(this);
} else {
if (this->transitionTimer <= 0) {
this->settleZRotation = 0;
this->settleAngle = 0x5120;
this->settleScale = 130.0f;
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
}
this->transitionTimer++;
}
} else {
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG);
}
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 7.0f);
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
BgNumaHana_UpdatePetalPosRots(this);
}
void BgNumaHana_SetupRaiseFlower(BgNumaHana* this) {
this->actionFunc = BgNumaHana_RaiseFlower;
}
/**
* This function slowly raises the flower to its final height and makes it start spinning.
*/
void BgNumaHana_RaiseFlower(BgNumaHana* this, GlobalContext* globalCtx) {
s32 pad;
DynaPolyActor* child;
BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 10.0f);
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
Math_StepToS(&this->flowerRotationalVelocity, 0x111, 0xA);
this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity;
Math_StepToF(&this->dyna.actor.velocity.y, 3.0f, 0.3f);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 210.0f,
this->dyna.actor.velocity.y)) {
child = (DynaPolyActor*)this->dyna.actor.child;
// Swaps out the "closed" flower collision for the "opened" collision.
func_800C6314(globalCtx, &globalCtx->colCtx.dyna, child->bgId);
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->petalZRotation = 0x2000;
this->innerPetalZRotation = 0x2000;
this->innerPetalZRotationalVelocity = 0;
this->settleZRotation = 0;
this->settleAngle = 0;
this->outerPetalZRotation = -0x4000;
this->outerPetalZRotationalVelocity = 0;
this->flowerRotationalVelocity = 0x147;
this->settleScale = 0.0f;
ActorCutscene_Stop(this->dyna.actor.cutscene);
BgNumaHana_SetupOpenedIdle(this);
}
BgNumaHana_UpdatePetalPosRots(this);
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWER_ROLLING - SFX_FLAG);
}
void BgNumaHana_SetupOpenedIdle(BgNumaHana* this) {
this->actionFunc = BgNumaHana_OpenedIdle;
}
/**
* Spins the "opened" flower around the y-axis.
*/
void BgNumaHana_OpenedIdle(BgNumaHana* this, GlobalContext* globalCtx) {
this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity;
this->petalZRotation = this->innerPetalZRotation + this->settleZRotation;
BgNumaHana_UpdatePetalPosRots(this);
func_800B9010(&this->dyna.actor, NA_SE_EV_FLOWER_ROLLING - SFX_FLAG);
}
void BgNumaHana_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgNumaHana* this = THIS;
s32 type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
Vec3f firePos;
if (type == BG_NUMA_HANA_TYPE_NORMAL) {
firePos.x = this->dyna.actor.world.pos.x;
firePos.y = this->dyna.actor.world.pos.y + 10.5f;
firePos.z = this->dyna.actor.world.pos.z;
FireObj_SetPosition(&this->fire, &firePos);
FireObj_Update(globalCtx, &this->fire, &this->dyna.actor);
}
this->actionFunc(this, globalCtx);
if (type == BG_NUMA_HANA_TYPE_NORMAL) {
this->dyna.actor.child->shape.rot = this->dyna.actor.shape.rot;
Collider_UpdateCylinder(&this->dyna.actor, &this->torchCollider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->torchCollider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->torchCollider.base);
}
}
void BgNumaHana_Draw(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgNumaHana* this = THIS;
WoodenFlowerPetalPosRot* innerPetalPosRot;
WoodenFlowerPetalPosRot* outerPetalPosRot;
s32 objectIndex;
s32 i;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C28C(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerStalkDL);
for (i = 0; i < ARRAY_COUNT(this->innerPetalPosRot); i++) {
innerPetalPosRot = &this->innerPetalPosRot[i];
outerPetalPosRot = &this->outerPetalPosRot[i];
Matrix_SetStateRotationAndTranslation(innerPetalPosRot->pos.x, innerPetalPosRot->pos.y, innerPetalPosRot->pos.z,
&innerPetalPosRot->rot);
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerInnerPetalDL);
Matrix_SetStateRotationAndTranslation(outerPetalPosRot->pos.x, outerPetalPosRot->pos.y, outerPetalPosRot->pos.z,
&outerPetalPosRot->rot);
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerOuterPetalDL);
}
objectIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_SYOKUDAI);
if ((objectIndex >= 0) && (Object_IsLoaded(&globalCtx->objectCtx, objectIndex))) {
Matrix_SetStateRotationAndTranslation(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y - 64.5f,
this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
Matrix_Scale(1.5f, 1.5f, 1.5f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[objectIndex].segment);
gSPDisplayList(POLY_OPA_DISP++, gObjectSyokudaiTypeNoSwitchDL);
}
FireObj_Draw(globalCtx, &this->fire);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
@@ -3,15 +3,41 @@
#include "global.h"
#define BG_NUMA_HANA_GET_TYPE(thisx) ((thisx)->params & 1)
#define BG_NUMA_HANA_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x7F)
typedef enum {
/* 0 */ BG_NUMA_HANA_TYPE_NORMAL,
/* 1 */ BG_NUMA_HANA_TYPE_OPEN_FLOWER_COLLISION,
} BgNumaHanaType;
struct BgNumaHana;
typedef void (*BgNumaHanaActionFunc)(struct BgNumaHana*, GlobalContext*);
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3s rot;
/* 0x12 */ UNK_TYPE1 unk_12[0x2];
} WoodenFlowerPetalPosRot; // size = 0x14
typedef struct BgNumaHana {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0xF0];
/* 0x0234 */ BgNumaHanaActionFunc actionFunc;
/* 0x0238 */ char unk_238[0x108];
/* 0x000 */ DynaPolyActor dyna;
/* 0x15C */ FireObj fire;
/* 0x1E8 */ ColliderCylinder torchCollider;
/* 0x234 */ BgNumaHanaActionFunc actionFunc;
/* 0x238 */ WoodenFlowerPetalPosRot innerPetalPosRot[6];
/* 0x2B0 */ WoodenFlowerPetalPosRot outerPetalPosRot[6];
/* 0x328 */ s16 petalZRotation;
/* 0x32A */ s16 innerPetalZRotation;
/* 0x32C */ s16 innerPetalZRotationalVelocity;
/* 0x32E */ s16 settleZRotation;
/* 0x330 */ s16 settleAngle;
/* 0x334 */ f32 settleScale;
/* 0x338 */ s16 outerPetalZRotation;
/* 0x33A */ s16 outerPetalZRotationalVelocity;
/* 0x33C */ s16 flowerRotationalVelocity;
/* 0x33E */ s16 transitionTimer;
} BgNumaHana; // size = 0x340
extern const ActorInit Bg_Numa_Hana_InitVars;