z_bg_haka_meganebg documentation pass (#2685)

* document z_bg_haka_meganebg

* Dragorn suggestions and @bug documentation

* i swear i was good at grammar as a child
This commit is contained in:
mzxrules
2026-02-22 03:35:51 -05:00
committed by GitHub
parent 6f9b62bd4a
commit 8b30a77346
3 changed files with 126 additions and 82 deletions
+12 -12
View File
@@ -1,10 +1,10 @@
<Root>
<File Name="object_haka_objects" Segment="6">
<Array Name="object_haka_objects_Vtx_000000" Count="4" Offset="0x0">
<Array Name="gShadowTempleMetalGateVtx" Count="4" Offset="0x0">
<Vtx/>
</Array>
<DList Name="object_haka_objects_DL_000040" Offset="0x40"/>
<Collision Name="object_haka_objects_Col_000118" Offset="0x118"/>
<DList Name="gShadowTempleMetalGateDL" Offset="0x40"/>
<Collision Name="gShadowTempleMetalGateCol" Offset="0x118"/>
<Array Name="gShadowTempleRoom3HiddenPlatformsVtx" Count="253" Offset="0x150">
<Vtx/>
</Array>
@@ -51,11 +51,11 @@
</Array>
<DList Name="gShadowTempleRoom18FakeWallDL" Offset="0x4B70"/>
<Collision Name="gShadowTempleRoom18FakeWallCol" Offset="0x4CC0"/>
<Array Name="object_haka_objects_Vtx_004CF0" Count="49" Offset="0x4CF0">
<Array Name="gShadowTempleBlackPlatformWithScrewColumnVtx" Count="49" Offset="0x4CF0">
<Vtx/>
</Array>
<DList Name="object_haka_objects_DL_005000" Offset="0x5000"/>
<Collision Name="object_haka_objects_Col_005334" Offset="0x5334"/>
<DList Name="gShadowTempleBlackPlatformWithScrewColumnDL" Offset="0x5000"/>
<Collision Name="gShadowTempleBlackPlatformWithScrewColumnCol" Offset="0x5334"/>
<Array Name="object_haka_objects_Vtx_005360" Count="113" Offset="0x5360">
<Vtx/>
</Array>
@@ -88,21 +88,21 @@
</Array>
<DList Name="gShadowTempleSpikedWallWestDL" Offset="0x8A20"/>
<Collision Name="gShadowTempleSpikedWallWestCol" Offset="0x8D10"/>
<Array Name="object_haka_objects_Vtx_008D40" Count="23" Offset="0x8D40">
<Array Name="gShadowTempleHiddenBlockPlatformVtx" Count="23" Offset="0x8D40">
<Vtx/>
</Array>
<DList Name="object_haka_objects_DL_008EB0" Offset="0x8EB0"/>
<Collision Name="object_haka_objects_Col_009168" Offset="0x9168"/>
<DList Name="gShadowTempleHiddenBlockPlatformDL" Offset="0x8EB0"/>
<Collision Name="gShadowTempleHiddenBlockPlatformCol" Offset="0x9168"/>
<Array Name="gShadowTempleSpikedCrusherVtx" Count="108" Offset="0x91A0">
<Vtx/>
</Array>
<DList Name="gShadowTempleSpikedCrusherDL" Offset="0x9860"/>
<Collision Name="gShadowTempleSpikedCrusherCol" Offset="0x9CD0"/>
<Array Name="object_haka_objects_Vtx_009D00" Count="74" Offset="0x9D00">
<Array Name="gShadowTempleChainedElevatorPlatformVtx" Count="74" Offset="0x9D00">
<Vtx/>
</Array>
<DList Name="object_haka_objects_DL_00A1A0" Offset="0xA1A0"/>
<Collision Name="object_haka_objects_Col_00A7F4" Offset="0xA7F4"/>
<DList Name="gShadowTempleChainedElevatorPlatformDL" Offset="0xA1A0"/>
<Collision Name="gShadowTempleChainedElevatorPlatformCol" Offset="0xA7F4"/>
<Array Name="object_haka_objects_Vtx_00A820" Count="4" Offset="0xA820">
<Vtx/>
</Array>
@@ -1,7 +1,23 @@
/*
* File: z_bg_haka_meganebg.c
* Overlay: ovl_Bg_Haka_MeganeBG
* Description:
* Description: Misc. Shadow Temple themed objects
*
* BGHAKAMEGANEBG_TYPE_HIDDEN_MOVING_PLATFORM:
* An invisible square moving platform, viewable with Lens of Truth. Travels -320 x units from home and back.
* Setting rotY when spawning will rotate the shape, but not affect the movement path.
* world.rot.y is used like a flag, tracking the direction of movement for the platform.
* If world.rot.y == initial rotation, the platform is travelling from home towards the secondary position.
* If world.rot.y != initial rotation, the platform is travelling from the secondary position towards home.
*
* BGHAKAMEGANEBG_TYPE_CHAINED_ELEVATOR_PLATFORM:
* A square platform with chains on four corners. Drops 640 units before pulling itself up back to the home position.
*
* BGHAKAMEGANEBG_TYPE_ROTATING_PLATFORM:
* A simple spinning hexacon shaped black platform with a column in the center.
*
* BGHAKAMEGANEBG_TYPE_METAL_GATE:
* A metal gate that rises 100 units on switchFlag on.
*/
#include "z_bg_haka_meganebg.h"
@@ -21,14 +37,14 @@ void BgHakaMeganeBG_Destroy(Actor* thisx, PlayState* play);
void BgHakaMeganeBG_Update(Actor* thisx, PlayState* play);
void BgHakaMeganeBG_Draw(Actor* thisx, PlayState* play);
void func_8087DFF8(BgHakaMeganeBG* this, PlayState* play);
void func_8087E040(BgHakaMeganeBG* this, PlayState* play);
void func_8087E10C(BgHakaMeganeBG* this, PlayState* play);
void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play);
void func_8087E258(BgHakaMeganeBG* this, PlayState* play);
void func_8087E288(BgHakaMeganeBG* this, PlayState* play);
void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play);
void func_8087E34C(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_HiddenMovingPlatform_Idle(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_HiddenMovingPlatform_Move(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_RotatingPlatform_Spin(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_Gate_WaitForSwitchFlag(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_Gate_Open(BgHakaMeganeBG* this, PlayState* play);
void BgHakaMeganeBG_DoNothing(BgHakaMeganeBG* this, PlayState* play);
ActorProfile Bg_Haka_MeganeBG_Profile = {
/**/ ACTOR_BG_HAKA_MEGANEBG,
@@ -53,50 +69,45 @@ static u32 D_8087E3FC[] = {
0x00000000, 0x00000000, 0x00000000, 0xC8C800FF, 0xFF0000FF,
};
static Gfx* D_8087E410[] = {
object_haka_objects_DL_008EB0,
object_haka_objects_DL_00A1A0,
object_haka_objects_DL_005000,
object_haka_objects_DL_000040,
};
void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgHakaMeganeBG* this = (BgHakaMeganeBG*)thisx;
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->unk_168 = PARAMS_GET_U(thisx->params, 8, 8);
this->switchFlag = PARAMS_GET_U(thisx->params, 8, 8);
thisx->params &= 0xFF;
if (thisx->params == 2) {
if (thisx->params == BGHAKAMEGANEBG_TYPE_ROTATING_PLATFORM) {
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
this->actionFunc = func_8087E258;
CollisionHeader_GetVirtual(&gShadowTempleBlackPlatformWithScrewColumnCol, &colHeader);
this->actionFunc = BgHakaMeganeBG_RotatingPlatform_Spin;
} else {
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (thisx->params == 0) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);
if (thisx->params == BGHAKAMEGANEBG_TYPE_HIDDEN_MOVING_PLATFORM) {
CollisionHeader_GetVirtual(&gShadowTempleHiddenBlockPlatformCol, &colHeader);
thisx->flags |= ACTOR_FLAG_REACT_TO_LENS;
this->unk_16A = 20;
this->actionFunc = func_8087DFF8;
} else if (thisx->params == 3) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_000118, &colHeader);
this->timer = 20;
this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Idle;
} else if (thisx->params == BGHAKAMEGANEBG_TYPE_METAL_GATE) {
CollisionHeader_GetVirtual(&gShadowTempleMetalGateCol, &colHeader);
thisx->home.pos.y += 100.0f;
if (Flags_GetSwitch(play, this->unk_168)) {
this->actionFunc = func_8087E34C;
if (Flags_GetSwitch(play, this->switchFlag)) {
// Gate open
this->actionFunc = BgHakaMeganeBG_DoNothing;
thisx->world.pos.y = thisx->home.pos.y;
} else {
// Gate closed
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->actionFunc = func_8087E288;
this->actionFunc = BgHakaMeganeBG_Gate_WaitForSwitchFlag;
}
} else {
CollisionHeader_GetVirtual(&object_haka_objects_Col_00A7F4, &colHeader);
this->unk_16A = 80;
this->actionFunc = func_8087E10C;
} else /* BGHAKAMEGANEBG_TYPE_CHAINED_ELEVATOR_PLATFORM */ {
CollisionHeader_GetVirtual(&gShadowTempleChainedElevatorPlatformCol, &colHeader);
this->timer = 80;
this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Drop;
thisx->cullingVolumeScale = 3000.0f;
thisx->cullingVolumeDownward = 3000.0f;
}
@@ -111,45 +122,64 @@ void BgHakaMeganeBG_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_8087DFF8(BgHakaMeganeBG* this, PlayState* play) {
if (this->unk_16A != 0) {
this->unk_16A--;
void BgHakaMeganeBG_HiddenMovingPlatform_Idle(BgHakaMeganeBG* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
if (this->unk_16A == 0) {
this->unk_16A = 40;
if (this->timer == 0) {
this->timer = 40;
// world.rot.y is used like a binary flag here, where rotating by exactly 180 degrees will toggle the direction
// of movement. Arbitrary rotation values won't function correctly here.
//! @bug On the first run of the actor, this line will toggle the direction of movement before the actor has
//! moved to the secondary position, causing it to teleport. In practice it is hard to observe in normal
//! gameplay because the platform is invisible without lens of truth, and the teleport happens after a second of
//! spawning into the room.
//!
//! One possible fix would be to move this line into BgHakaMeganeBG_HiddenMovingPlatform_Move so it's always
//! flipping direction after it reached its destination.
this->dyna.actor.world.rot.y += 0x8000;
this->actionFunc = func_8087E040;
this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Move;
}
}
void func_8087E040(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_HiddenMovingPlatform_Move(BgHakaMeganeBG* this, PlayState* play) {
f32 xSub;
if (this->unk_16A != 0) {
this->unk_16A--;
if (this->timer != 0) {
this->timer--;
}
xSub = (sinf(((this->unk_16A * 0.025f) + 0.5f) * M_PI) + 1.0f) * 160.0f;
// The sine function is used to create an easing effect when the platform reaches its two target destinations. It
// works like this:
//
// The timer state, ranging from 39 to 0, is converted into an angle between 270 to 90 degrees, and in turn the sine
// function returns a value between -1.0 to 1.0. This is incremented by +1 to get 0.0 to 2.0, and finally multiplied
// by half of the travel distance to get the current platform's delta position.
xSub = (sinf(((this->timer * (1.0f / 40.0f)) + 0.5f) * M_PI) + 1.0f) * (320.0f / 2);
// The result is then inverted if the platform should travel the opposite direction.
if (this->dyna.actor.world.rot.y != this->dyna.actor.shape.rot.y) {
xSub = 320.0f - xSub;
}
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x - xSub;
if (this->unk_16A == 0) {
this->unk_16A = 20;
this->actionFunc = func_8087DFF8;
if (this->timer == 0) {
this->timer = 20;
this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Idle;
}
}
void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play) {
// Here velocity.y is storing absolute velocity instead of directional velocity
this->dyna.actor.velocity.y += 1.0f;
this->dyna.actor.velocity.y = CLAMP_MAX(this->dyna.actor.velocity.y, 20.0f);
if (this->unk_16A != 0) {
this->unk_16A--;
if (this->timer != 0) {
this->timer--;
}
if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 640.0f,
@@ -157,51 +187,51 @@ void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) {
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
}
if (this->unk_16A == 0) {
this->unk_16A = 120;
this->actionFunc = func_8087E1E0;
if (this->timer == 0) {
this->timer = 120;
this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Raise;
this->dyna.actor.velocity.y = 0.0f;
}
}
void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play) {
Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 16.0f / 3.0f);
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
if (this->unk_16A != 0) {
this->unk_16A--;
if (this->timer != 0) {
this->timer--;
}
if (this->unk_16A == 0) {
this->unk_16A = 80;
this->actionFunc = func_8087E10C;
if (this->timer == 0) {
this->timer = 80;
this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Drop;
}
}
void func_8087E258(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_RotatingPlatform_Spin(BgHakaMeganeBG* this, PlayState* play) {
this->dyna.actor.shape.rot.y += 0x180;
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
}
void func_8087E288(BgHakaMeganeBG* this, PlayState* play) {
if (Flags_GetSwitch(play, this->unk_168)) {
void BgHakaMeganeBG_Gate_WaitForSwitchFlag(BgHakaMeganeBG* this, PlayState* play) {
if (Flags_GetSwitch(play, this->switchFlag)) {
OnePointCutscene_Attention(play, &this->dyna.actor);
this->actionFunc = func_8087E2D8;
this->actionFunc = BgHakaMeganeBG_Gate_Open;
}
}
void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_Gate_Open(BgHakaMeganeBG* this, PlayState* play) {
Math_StepToF(&this->dyna.actor.speed, 30.0f, 2.0f);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.speed)) {
Actor_SetFocus(&this->dyna.actor, 50.0f);
this->actionFunc = func_8087E34C;
this->actionFunc = BgHakaMeganeBG_DoNothing;
} else {
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
}
}
void func_8087E34C(BgHakaMeganeBG* this, PlayState* play) {
void BgHakaMeganeBG_DoNothing(BgHakaMeganeBG* this, PlayState* play) {
}
void BgHakaMeganeBG_Update(Actor* thisx, PlayState* play) {
@@ -211,12 +241,19 @@ void BgHakaMeganeBG_Update(Actor* thisx, PlayState* play) {
}
void BgHakaMeganeBG_Draw(Actor* thisx, PlayState* play) {
static Gfx* sDLists[] = {
gShadowTempleHiddenBlockPlatformDL,
gShadowTempleChainedElevatorPlatformDL,
gShadowTempleBlackPlatformWithScrewColumnDL,
gShadowTempleMetalGateDL,
};
BgHakaMeganeBG* this = (BgHakaMeganeBG*)thisx;
s16 params = this->dyna.actor.params;
if (params == 0) {
Gfx_DrawDListXlu(play, object_haka_objects_DL_008EB0);
if (params == BGHAKAMEGANEBG_TYPE_HIDDEN_MOVING_PLATFORM) {
Gfx_DrawDListXlu(play, gShadowTempleHiddenBlockPlatformDL);
} else {
Gfx_DrawDListOpa(play, D_8087E410[params]);
Gfx_DrawDListOpa(play, sDLists[params]);
}
}
@@ -4,6 +4,13 @@
#include "ultra64.h"
#include "actor.h"
typedef enum BgHakaMeganeBGType {
/* 0 */ BGHAKAMEGANEBG_TYPE_HIDDEN_MOVING_PLATFORM,
/* 1 */ BGHAKAMEGANEBG_TYPE_CHAINED_ELEVATOR_PLATFORM,
/* 2 */ BGHAKAMEGANEBG_TYPE_ROTATING_PLATFORM,
/* 3 */ BGHAKAMEGANEBG_TYPE_METAL_GATE
} BgHakaMeganeBGType;
struct BgHakaMeganeBG;
typedef void (*BgHakaMeganeBGActionFunc)(struct BgHakaMeganeBG*, struct PlayState*);
@@ -11,8 +18,8 @@ typedef void (*BgHakaMeganeBGActionFunc)(struct BgHakaMeganeBG*, struct PlayStat
typedef struct BgHakaMeganeBG {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgHakaMeganeBGActionFunc actionFunc;
/* 0x0168 */ u8 unk_168;
/* 0x016A */ s16 unk_16A;
/* 0x0168 */ u8 switchFlag;
/* 0x016A */ s16 timer;
} BgHakaMeganeBG; // size = 0x016C
#endif