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[Doc] actor En_Dodojr (Baby Dodongo) (#1311)
* doc baby dodongo * remove unnecessary prototypes * run formatter * comment for bug that dragorn noticed * use boolean return values * clearer conditional checks on boolean functions * rename bounceCounter -> counter * renaming suggestions from review * rename to EnDodojr_UpdateBounces per review * rename to SetupSwallowedBombEffects * rename to TryEatBomb * last rename hopefully
This commit is contained in:
parent
0aaf858df5
commit
16e62d45be
2 changed files with 184 additions and 181 deletions
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@ -15,21 +15,21 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play);
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void EnDodojr_Update(Actor* thisx, PlayState* play);
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void EnDodojr_Draw(Actor* thisx, PlayState* play);
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void func_809F73AC(EnDodojr* this, PlayState* play);
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void func_809F7BE4(EnDodojr* this, PlayState* play);
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void func_809F74C4(EnDodojr* this, PlayState* play);
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void func_809F758C(EnDodojr* this, PlayState* play);
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void func_809F786C(EnDodojr* this, PlayState* play);
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void func_809F799C(EnDodojr* this, PlayState* play);
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void func_809F78EC(EnDodojr* this, PlayState* play);
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void func_809F773C(EnDodojr* this, PlayState* play);
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void func_809F77AC(EnDodojr* this, PlayState* play);
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void func_809F784C(EnDodojr* this, PlayState* play);
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void func_809F7AB8(EnDodojr* this, PlayState* play);
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void func_809F7A00(EnDodojr* this, PlayState* play);
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void func_809F7B3C(EnDodojr* this, PlayState* play);
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void func_809F7C48(EnDodojr* this, PlayState* play);
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void func_809F768C(EnDodojr* this, PlayState* play);
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void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play);
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void EnDodojr_DropItem(EnDodojr* this, PlayState* play);
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void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play);
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void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play);
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void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play);
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void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play);
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void EnDodojr_Stunned(EnDodojr* this, PlayState* play);
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void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play);
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void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play);
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void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play);
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void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play);
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void EnDodojr_Despawn(EnDodojr* this, PlayState* play);
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void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play);
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void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play);
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void EnDodojr_EatBomb(EnDodojr* this, PlayState* play);
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const ActorInit En_Dodojr_InitVars = {
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ACTOR_EN_DODOJR,
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@ -80,7 +80,7 @@ void EnDodojr_Init(Actor* thisx, PlayState* play) {
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Actor_SetScale(&this->actor, 0.02f);
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this->actionFunc = func_809F73AC;
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this->actionFunc = EnDodojr_WaitUnderground;
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}
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void EnDodojr_Destroy(Actor* thisx, PlayState* play) {
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@ -89,12 +89,12 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyCylinder(play, &this->collider);
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}
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void func_809F64D0(EnDodojr* this) {
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void EnDodojr_DoSwallowedBombEffects(EnDodojr* this) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, 8);
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}
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void func_809F6510(EnDodojr* this, PlayState* play, s32 count) {
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void EnDodojr_SpawnLargeDust(EnDodojr* this, PlayState* play, s32 count) {
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Color_RGBA8 prim = { 170, 130, 90, 255 };
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Color_RGBA8 env = { 100, 60, 20, 0 };
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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@ -116,7 +116,7 @@ void func_809F6510(EnDodojr* this, PlayState* play, s32 count) {
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}
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}
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void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) {
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void EnDodojr_SpawnSmallDust(EnDodojr* this, PlayState* play, Vec3f* arg2) {
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Color_RGBA8 prim = { 170, 130, 90, 255 };
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Color_RGBA8 env = { 100, 60, 20, 0 };
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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@ -135,32 +135,32 @@ void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) {
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func_8002836C(play, &pos, &velocity, &accel, &prim, &env, 100, 60, 8);
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}
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s32 func_809F68B0(EnDodojr* this, PlayState* play) {
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s32 EnDodojr_UpdateBounces(EnDodojr* this, PlayState* play) {
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if (this->actor.velocity.y >= 0.0f) {
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return 0;
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return false;
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}
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if (this->unk_1FC == 0) {
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return 0;
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if (this->counter == 0) {
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return false;
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}
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
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this->dustPos = this->actor.world.pos;
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func_809F6510(this, play, 10);
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this->actor.velocity.y = 10.0f / (4 - this->unk_1FC);
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this->unk_1FC--;
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EnDodojr_SpawnLargeDust(this, play, 10);
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this->actor.velocity.y = 10.0f / (4 - this->counter);
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this->counter--;
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if (this->unk_1FC == 0) {
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if (this->counter == 0) {
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this->actor.velocity.y = 0.0f;
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return 1;
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return true;
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}
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}
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return 0;
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return false;
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}
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void func_809F6994(EnDodojr* this) {
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void EnDodojr_SetupCrawlTowardsTarget(EnDodojr* this) {
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f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860);
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Animation_Change(&this->skelAnime, &object_dodojr_Anim_000860, 1.8f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, -10.0f);
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@ -169,7 +169,7 @@ void func_809F6994(EnDodojr* this) {
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this->actor.gravity = -0.8f;
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}
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void func_809F6A20(EnDodojr* this) {
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void EnDodojr_SetupFlipBounce(EnDodojr* this) {
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f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0004A0);
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Animation_Change(&this->skelAnime, &object_dodojr_Anim_0004A0, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -10.0f);
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@ -178,13 +178,13 @@ void func_809F6A20(EnDodojr* this) {
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this->actor.velocity.z = 0.0f;
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this->actor.gravity = -0.8f;
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if (this->unk_1FC == 0) {
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this->unk_1FC = 3;
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if (this->counter == 0) {
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this->counter = 3;
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this->actor.velocity.y = 10.0f;
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}
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}
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void func_809F6AC4(EnDodojr* this) {
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void EnDodojr_SetupSwallowedBombDeathSequence(EnDodojr* this) {
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f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0005F0);
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Animation_Change(&this->skelAnime, &object_dodojr_Anim_0005F0, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, 0.0f);
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@ -192,26 +192,26 @@ void func_809F6AC4(EnDodojr* this) {
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this->actor.gravity = -0.8f;
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}
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void func_809F6B38(EnDodojr* this) {
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void EnDodojr_SetupJumpAttackBounce(EnDodojr* this) {
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f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000724);
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Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, -10.0f);
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this->actor.gravity = -0.8f;
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this->unk_1FC = 3;
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this->counter = 3;
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this->actor.velocity.y = 10.0f;
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}
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void func_809F6BBC(EnDodojr* this) {
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void EnDodojr_SetupDespawn(EnDodojr* this) {
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this->actor.shape.shadowDraw = NULL;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.home.pos = this->actor.world.pos;
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this->actor.speedXZ = 0.0f;
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this->actor.gravity = -0.8f;
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this->timer3 = 30;
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this->timer = 30;
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this->dustPos = this->actor.world.pos;
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}
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void func_809F6C24(EnDodojr* this) {
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void EnDodojr_SetupEatBomb(EnDodojr* this) {
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Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 8.0f, 12.0f, ANIMMODE_ONCE, 0.0f);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_EAT);
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this->actor.speedXZ = 0.0f;
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@ -220,10 +220,10 @@ void func_809F6C24(EnDodojr* this) {
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this->actor.gravity = -0.8f;
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}
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s32 func_809F6CA4(EnDodojr* this, PlayState* play) {
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s32 EnDodojr_CheckNearbyBombs(EnDodojr* this, PlayState* play) {
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Actor* bomb;
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Vec3f unkVec = { 99999.0f, 99999.0f, 99999.0f };
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s32 retVar = 0;
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Vec3f maxBombRange = { 99999.0f, 99999.0f, 99999.0f };
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s32 foundBomb = false;
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f32 xDist;
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f32 yDist;
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f32 zDist;
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@ -246,140 +246,140 @@ s32 func_809F6CA4(EnDodojr* this, PlayState* play) {
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yDist = bomb->world.pos.y - this->actor.world.pos.y;
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zDist = bomb->world.pos.z - this->actor.world.pos.z;
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if ((fabsf(xDist) >= fabsf(unkVec.x)) || (fabsf(yDist) >= fabsf(unkVec.y)) ||
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(fabsf(zDist) >= fabsf(unkVec.z))) {
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if ((fabsf(xDist) >= fabsf(maxBombRange.x)) || (fabsf(yDist) >= fabsf(maxBombRange.y)) ||
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(fabsf(zDist) >= fabsf(maxBombRange.z))) {
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bomb = bomb->next;
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continue;
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}
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this->bomb = bomb;
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unkVec = bomb->world.pos;
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retVar = 1;
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maxBombRange = bomb->world.pos;
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foundBomb = true;
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bomb = bomb->next;
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}
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return retVar;
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return foundBomb;
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}
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s32 func_809F6DD0(EnDodojr* this) {
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s32 EnDodojr_TryEatBomb(EnDodojr* this) {
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if (this->bomb == NULL) {
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return 0;
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return false;
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} else if (this->bomb->parent != NULL) {
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return 0;
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return false;
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} else if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &this->bomb->world.pos) > 30.0f) {
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return 0;
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return false;
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} else {
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this->bomb->parent = &this->actor;
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return 1;
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return true;
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}
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}
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void func_809F6E54(EnDodojr* this, PlayState* play) {
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void EnDodojr_UpdateCrawl(EnDodojr* this, PlayState* play) {
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f32 angles[] = { 0.0f, 210.0f, 60.0f, 270.0f, 120.0f, 330.0f, 180.0f, 30.0f, 240.0f, 90.0f, 300.0f, 150.0f };
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s32 pad;
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Player* player = GET_PLAYER(play);
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Vec3f pos;
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Vec3f crawlTargetPos;
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s16 angleIndex;
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if ((this->bomb == NULL) || (this->bomb->update == NULL) ||
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((this->bomb != NULL) && (this->bomb->parent != NULL))) {
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func_809F6CA4(this, play);
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EnDodojr_CheckNearbyBombs(this, play);
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}
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if (this->bomb != NULL) {
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pos = this->bomb->world.pos;
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crawlTargetPos = this->bomb->world.pos;
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} else {
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pos = player->actor.world.pos;
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crawlTargetPos = player->actor.world.pos;
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}
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if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &pos) > 80.0f) {
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if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &crawlTargetPos) > 80.0f) {
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angleIndex =
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(s16)(this->actor.home.pos.x + this->actor.home.pos.y + this->actor.home.pos.z + play->state.frames / 30) %
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12;
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angleIndex = ABS(angleIndex);
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pos.x += 80.0f * sinf(angles[angleIndex]);
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pos.z += 80.0f * cosf(angles[angleIndex]);
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crawlTargetPos.x += 80.0f * sinf(angles[angleIndex]);
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crawlTargetPos.z += 80.0f * cosf(angles[angleIndex]);
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}
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &pos), 10, 1000, 1);
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &crawlTargetPos), 10, 1000, 1);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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s32 func_809F706C(EnDodojr* this) {
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s32 EnDodojr_IsPlayerWithinAttackRange(EnDodojr* this) {
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if (this->actor.xzDistToPlayer > 40.0f) {
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return 0;
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return false;
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} else {
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return 1;
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return true;
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}
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}
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void func_809F709C(EnDodojr* this) {
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void EnDodojr_SetupStandardDeathBounce(EnDodojr* this) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_DEAD);
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this->actor.flags &= ~ACTOR_FLAG_0;
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func_809F6A20(this);
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this->actionFunc = func_809F7AB8;
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EnDodojr_SetupFlipBounce(this);
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this->actionFunc = EnDodojr_StandardDeathBounce;
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}
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s32 func_809F70E8(EnDodojr* this, PlayState* play) {
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if ((this->actionFunc == func_809F773C) || (this->actionFunc == func_809F77AC) ||
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(this->actionFunc == func_809F784C) || (this->actionFunc == func_809F7A00) ||
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(this->actionFunc == func_809F7AB8) || (this->actionFunc == func_809F7B3C) ||
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(this->actionFunc == func_809F7BE4)) {
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return 0;
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s32 EnDodojr_CheckDamaged(EnDodojr* this, PlayState* play) {
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if ((this->actionFunc == EnDodojr_SwallowBomb) || (this->actionFunc == EnDodojr_SwallowedBombDeathBounce) ||
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(this->actionFunc == EnDodojr_SwallowedBombDeathSequence) || (this->actionFunc == EnDodojr_Despawn) ||
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(this->actionFunc == EnDodojr_StandardDeathBounce) || (this->actionFunc == EnDodojr_DeathSequence) ||
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(this->actionFunc == EnDodojr_DropItem)) {
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return false;
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}
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if (play->actorCtx.unk_02 != 0) {
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if (this->actionFunc != func_809F73AC) {
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if (this->actionFunc == func_809F74C4) {
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if (this->actionFunc != EnDodojr_WaitUnderground) {
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if (this->actionFunc == EnDodojr_EmergeFromGround) {
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this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
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}
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func_809F709C(this);
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EnDodojr_SetupStandardDeathBounce(this);
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}
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return 0;
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return false;
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}
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if (!(this->collider.base.acFlags & AC_HIT)) {
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return 0;
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return false;
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} else {
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this->collider.base.acFlags &= ~AC_HIT;
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if ((this->actionFunc == func_809F73AC) || (this->actionFunc == func_809F74C4)) {
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if ((this->actionFunc == EnDodojr_WaitUnderground) || (this->actionFunc == EnDodojr_EmergeFromGround)) {
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this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
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}
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if ((this->actor.colChkInfo.damageEffect == 0) && (this->actor.colChkInfo.damage != 0)) {
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Enemy_StartFinishingBlow(play, &this->actor);
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this->timer2 = 2;
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this->actionFunc = func_809F7C48;
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return 1;
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this->freezeFrameTimer = 2;
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this->actionFunc = EnDodojr_WaitFreezeFrames;
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return true;
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}
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if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != func_809F78EC) &&
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(this->actionFunc != func_809F786C)) {
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if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != EnDodojr_Stunned) &&
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(this->actionFunc != EnDodojr_StunnedBounce)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->timer1 = 120;
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this->stunTimer = 120;
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Actor_SetColorFilter(&this->actor, 0, 200, 0, 120);
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func_809F6A20(this);
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this->actionFunc = func_809F786C;
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EnDodojr_SetupFlipBounce(this);
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this->actionFunc = EnDodojr_StunnedBounce;
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}
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return 0;
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return false;
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}
|
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}
|
||||
|
||||
void func_809F72A4(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_UpdateCollider(EnDodojr* this, PlayState* play) {
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
||||
if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) {
|
||||
if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) ||
|
||||
(this->actionFunc == func_809F799C)) {
|
||||
if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) {
|
||||
if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) ||
|
||||
(this->actionFunc == EnDodojr_JumpAttackBounce)) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) ||
|
||||
(this->actionFunc == func_809F786C) || (this->actionFunc == func_809F78EC) ||
|
||||
(this->actionFunc == func_809F799C)) {
|
||||
if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) ||
|
||||
(this->actionFunc == EnDodojr_StunnedBounce) || (this->actionFunc == EnDodojr_Stunned) ||
|
||||
(this->actionFunc == EnDodojr_JumpAttackBounce)) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
|
@ -387,7 +387,7 @@ void func_809F72A4(EnDodojr* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_809F73AC(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play) {
|
||||
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860);
|
||||
Player* player = GET_PLAYER(play);
|
||||
f32 dist;
|
||||
|
@ -404,60 +404,61 @@ void func_809F73AC(EnDodojr* this, PlayState* play) {
|
|||
this->actor.world.rot.x -= 0x4000;
|
||||
this->actor.shape.rot.x = this->actor.world.rot.x;
|
||||
this->dustPos = this->actor.world.pos;
|
||||
//! @bug floorHeight is always 0 at this point, so the dust is consistently drawn at y=0
|
||||
this->dustPos.y = this->actor.floorHeight;
|
||||
this->actionFunc = func_809F74C4;
|
||||
this->actionFunc = EnDodojr_EmergeFromGround;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F74C4(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play) {
|
||||
f32 sp2C;
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 4, 0x3E8, 0x64);
|
||||
sp2C = this->actor.shape.rot.x;
|
||||
sp2C /= 16384.0f;
|
||||
this->actor.world.pos.y = this->actor.home.pos.y + (60.0f * sp2C);
|
||||
func_809F6510(this, play, 3);
|
||||
EnDodojr_SpawnLargeDust(this, play, 3);
|
||||
|
||||
if (sp2C == 0.0f) {
|
||||
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
|
||||
this->actor.world.rot.x = this->actor.shape.rot.x;
|
||||
this->actor.speedXZ = 2.6f;
|
||||
this->actionFunc = func_809F758C;
|
||||
this->actionFunc = EnDodojr_CrawlTowardsTarget;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F758C(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play) {
|
||||
func_8002D868(&this->actor);
|
||||
func_809F6730(this, play, &this->actor.world.pos);
|
||||
EnDodojr_SpawnSmallDust(this, play, &this->actor.world.pos);
|
||||
|
||||
if (DECR(this->timer4) == 0) {
|
||||
if (DECR(this->crawlSfxTimer) == 0) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_MOVE);
|
||||
this->timer4 = 5;
|
||||
this->crawlSfxTimer = 5;
|
||||
}
|
||||
|
||||
if (func_809F6DD0(this) != 0) {
|
||||
func_809F6C24(this);
|
||||
this->actionFunc = func_809F768C;
|
||||
if (EnDodojr_TryEatBomb(this)) {
|
||||
EnDodojr_SetupEatBomb(this);
|
||||
this->actionFunc = EnDodojr_EatBomb;
|
||||
return;
|
||||
}
|
||||
|
||||
func_809F6E54(this, play);
|
||||
EnDodojr_UpdateCrawl(this, play);
|
||||
|
||||
if (func_809F706C(this) != 0) {
|
||||
if (EnDodojr_IsPlayerWithinAttackRange(this)) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_CRY);
|
||||
func_809F6B38(this);
|
||||
this->actionFunc = func_809F799C;
|
||||
EnDodojr_SetupJumpAttackBounce(this);
|
||||
this->actionFunc = EnDodojr_JumpAttackBounce;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_DOWN);
|
||||
func_809F6BBC(this);
|
||||
this->actionFunc = func_809F7A00;
|
||||
EnDodojr_SetupDespawn(this);
|
||||
this->actionFunc = EnDodojr_Despawn;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F768C(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_EatBomb(EnDodojr* this, PlayState* play) {
|
||||
EnBom* bomb;
|
||||
|
||||
if (((s16)this->skelAnime.curFrame - 8) < 4) {
|
||||
|
@ -467,55 +468,57 @@ void func_809F768C(EnDodojr* this, PlayState* play) {
|
|||
} else {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DRINK);
|
||||
Actor_Kill(this->bomb);
|
||||
this->timer3 = 24;
|
||||
this->unk_1FC = 0;
|
||||
this->actionFunc = func_809F773C;
|
||||
this->timer = 24;
|
||||
this->counter = 0;
|
||||
this->actionFunc = EnDodojr_SwallowBomb;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F773C(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer3) == 0) {
|
||||
func_809F64D0(this);
|
||||
void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer) == 0) {
|
||||
EnDodojr_DoSwallowedBombEffects(this);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
func_809F6A20(this);
|
||||
this->actionFunc = func_809F77AC;
|
||||
EnDodojr_SetupFlipBounce(this);
|
||||
this->actionFunc = EnDodojr_SwallowedBombDeathBounce;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F77AC(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play) {
|
||||
// Scale up briefly to expand from the swallowed bomb exploding.
|
||||
this->rootScale = 1.2f;
|
||||
this->rootScale *= ((f32)this->actor.colorFilterTimer / 8);
|
||||
func_8002D868(&this->actor);
|
||||
|
||||
if (func_809F68B0(this, play) != 0) {
|
||||
this->timer3 = 60;
|
||||
func_809F6AC4(this);
|
||||
this->unk_1FC = 7;
|
||||
this->actionFunc = func_809F784C;
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
this->timer = 60;
|
||||
EnDodojr_SetupSwallowedBombDeathSequence(this);
|
||||
this->counter = 7;
|
||||
this->actionFunc = EnDodojr_SwallowedBombDeathSequence;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F784C(EnDodojr* this, PlayState* play) {
|
||||
func_809F7B3C(this, play);
|
||||
void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play) {
|
||||
EnDodojr_DeathSequence(this, play);
|
||||
}
|
||||
|
||||
void func_809F786C(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play) {
|
||||
func_8002D868(&this->actor);
|
||||
|
||||
if (func_809F68B0(this, play) != 0) {
|
||||
func_809F6AC4(this);
|
||||
this->actionFunc = func_809F78EC;
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
EnDodojr_SetupSwallowedBombDeathSequence(this);
|
||||
this->actionFunc = EnDodojr_Stunned;
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10);
|
||||
this->actor.world.rot.x = this->actor.shape.rot.x;
|
||||
this->actor.colorFilterTimer = this->timer1;
|
||||
this->actor.colorFilterTimer = this->stunTimer;
|
||||
}
|
||||
|
||||
void func_809F78EC(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer1) != 0) {
|
||||
if (this->timer1 < 30) {
|
||||
if ((this->timer1 & 1) != 0) {
|
||||
void EnDodojr_Stunned(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->stunTimer) != 0) {
|
||||
if (this->stunTimer < 30) {
|
||||
// Shake back and forth to indicate recovering from stun.
|
||||
if ((this->stunTimer & 1) != 0) {
|
||||
this->actor.world.pos.x += 1.5f;
|
||||
this->actor.world.pos.z += 1.5f;
|
||||
} else {
|
||||
|
@ -526,56 +529,56 @@ void func_809F78EC(EnDodojr* this, PlayState* play) {
|
|||
return;
|
||||
}
|
||||
} else {
|
||||
func_809F6994(this);
|
||||
this->actionFunc = func_809F758C;
|
||||
EnDodojr_SetupCrawlTowardsTarget(this);
|
||||
this->actionFunc = EnDodojr_CrawlTowardsTarget;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F799C(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play) {
|
||||
this->actor.flags |= ACTOR_FLAG_24;
|
||||
func_8002D868(&this->actor);
|
||||
|
||||
if (func_809F68B0(this, play) != 0) {
|
||||
func_809F6994(this);
|
||||
this->actionFunc = func_809F758C;
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
EnDodojr_SetupCrawlTowardsTarget(this);
|
||||
this->actionFunc = EnDodojr_CrawlTowardsTarget;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F7A00(EnDodojr* this, PlayState* play) {
|
||||
f32 tmp;
|
||||
void EnDodojr_Despawn(EnDodojr* this, PlayState* play) {
|
||||
f32 burrowStep;
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, 0x4000, 4, 1000, 100);
|
||||
|
||||
if (DECR(this->timer3) != 0) {
|
||||
tmp = (30 - this->timer3) / 30.0f;
|
||||
this->actor.world.pos.y = this->actor.home.pos.y - (60.0f * tmp);
|
||||
if (DECR(this->timer) != 0) {
|
||||
burrowStep = (30 - this->timer) / 30.0f;
|
||||
this->actor.world.pos.y = this->actor.home.pos.y - (60.0f * burrowStep);
|
||||
} else {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
func_809F6510(this, play, 3);
|
||||
EnDodojr_SpawnLargeDust(this, play, 3);
|
||||
}
|
||||
|
||||
void func_809F7AB8(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play) {
|
||||
func_8002D868(&this->actor);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10);
|
||||
this->actor.world.rot.x = this->actor.shape.rot.x;
|
||||
|
||||
if (func_809F68B0(this, play) != 0) {
|
||||
this->timer3 = 60;
|
||||
func_809F6AC4(this);
|
||||
this->unk_1FC = 7;
|
||||
this->actionFunc = func_809F7B3C;
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
this->timer = 60;
|
||||
EnDodojr_SetupSwallowedBombDeathSequence(this);
|
||||
this->counter = 7;
|
||||
this->actionFunc = EnDodojr_DeathSequence;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F7B3C(EnDodojr* this, PlayState* play) {
|
||||
void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play) {
|
||||
EnBom* bomb;
|
||||
|
||||
if (this->unk_1FC != 0) {
|
||||
if (this->counter != 0) {
|
||||
if (this->actor.colorFilterTimer == 0) {
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, this->unk_1FC);
|
||||
this->unk_1FC--;
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, this->counter);
|
||||
this->counter--;
|
||||
}
|
||||
} else {
|
||||
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
|
||||
|
@ -585,21 +588,21 @@ void func_809F7B3C(EnDodojr* this, PlayState* play) {
|
|||
bomb->timer = 0;
|
||||
}
|
||||
|
||||
this->timer3 = 8;
|
||||
this->actionFunc = func_809F7BE4;
|
||||
this->timer = 8;
|
||||
this->actionFunc = EnDodojr_DropItem;
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F7BE4(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer3) == 0) {
|
||||
void EnDodojr_DropItem(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer) == 0) {
|
||||
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x40);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
void func_809F7C48(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->timer2) == 0) {
|
||||
func_809F709C(this);
|
||||
void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play) {
|
||||
if (DECR(this->freezeFrameTimer) == 0) {
|
||||
EnDodojr_SetupStandardDeathBounce(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -608,19 +611,19 @@ void EnDodojr_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_MoveForward(&this->actor);
|
||||
func_809F70E8(this, play);
|
||||
EnDodojr_CheckDamaged(this, play);
|
||||
|
||||
if (this->actionFunc != func_809F73AC) {
|
||||
if (this->actionFunc != EnDodojr_WaitUnderground) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
this->actionFunc(this, play);
|
||||
Actor_SetFocus(&this->actor, 10.0f);
|
||||
func_809F72A4(this, play);
|
||||
EnDodojr_UpdateCollider(this, play);
|
||||
}
|
||||
|
||||
s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
s32 EnDodojr_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
EnDodojr* this = (EnDodojr*)thisx;
|
||||
Vec3f D_809F7F64 = { 480.0f, 620.0f, 0.0f };
|
||||
|
||||
|
@ -636,15 +639,15 @@ s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
|
|||
return false;
|
||||
}
|
||||
|
||||
void func_809F7DFC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
void EnDodojr_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
}
|
||||
|
||||
void EnDodojr_Draw(Actor* thisx, PlayState* play) {
|
||||
EnDodojr* this = (EnDodojr*)thisx;
|
||||
|
||||
if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) {
|
||||
if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) {
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_809F7D50, func_809F7DFC,
|
||||
&this->actor);
|
||||
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnDodojr_OverrideLimbDraw,
|
||||
EnDodojr_PostLimbDraw, &this->actor);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,11 +16,11 @@ typedef struct EnDodojr {
|
|||
/* 0x01E0 */ Actor* bomb;
|
||||
/* 0x01E4 */ Vec3f headPos;
|
||||
/* 0x01F0 */ Vec3f dustPos;
|
||||
/* 0x01FC */ s16 unk_1FC;
|
||||
/* 0x01FE */ s16 timer1;
|
||||
/* 0x0200 */ s16 timer2;
|
||||
/* 0x0202 */ s16 timer3;
|
||||
/* 0x0204 */ s16 timer4;
|
||||
/* 0x01FC */ s16 counter; // Used for bouncing and flashing when dying.
|
||||
/* 0x01FE */ s16 stunTimer;
|
||||
/* 0x0200 */ s16 freezeFrameTimer;
|
||||
/* 0x0202 */ s16 timer; // Used for burrowing/despawning, bomb swallowing, and dying.
|
||||
/* 0x0204 */ s16 crawlSfxTimer;
|
||||
/* 0x0208 */ f32 rootScale; // scale used with the root limb
|
||||
/* 0x020C */ Vec3s jointTable[15];
|
||||
/* 0x0266 */ Vec3s morphTable[15];
|
||||
|
|
Loading…
Reference in a new issue