1
0
mirror of https://github.com/zeldaret/oot.git synced 2024-09-21 04:24:43 +00:00

z_en_reeba doc (#1442)

* `z_en_reeba` doc

Fields and funcs now ID'd.

* Update z_en_reeba.c

one more func ID'd.

* `z_en_reeba`: change name of "rotYSwitch"

* `z_en_reeba`: added enums, changed stunTimer

also added translation for an osSyncPrintf

* Update z_en_reeba.c

revised DMGEFF enum

* `z_en_reeba` revised

* `z_en_reeba`: merge, case-switch whitespacing

* `z_en_reeba`: revisions

switch case formatted
`isBig` bool to `type` enum
This commit is contained in:
blackgamma7 2022-12-19 09:18:51 -05:00 committed by GitHub
parent 1a20d0d76d
commit 75eb3c5c81
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 220 additions and 197 deletions

View File

@ -118,13 +118,13 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
while ((this->curNumSpawn < this->maxCurSpawns) && (this->curNumSpawn < spawnLimit) && (this->timer == 0)) {
spawnDist = sLeeverDists[this->leeverIndex];
spawnAngle = sLeeverAngles[this->leeverIndex] + player->actor.shape.rot.y;
spawnParams = LEEVER_SMALL;
spawnParams = LEEVER_TYPE_SMALL;
if ((this->killCount >= 10) && (this->bigLeever == NULL)) {
this->killCount = this->numLeeverSpawns = 0;
spawnAngle = sLeeverAngles[0];
spawnDist = sLeeverDists[2];
spawnParams = LEEVER_BIG;
spawnParams = LEEVER_TYPE_BIG;
}
spawnPos.x = player->actor.world.pos.x + Math_SinS(spawnAngle) * spawnDist;
@ -144,7 +144,7 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
if (1) {}
if (leever != NULL) {
this->curNumSpawn++;
leever->unk_280 = this->leeverIndex++;
leever->aimType = this->leeverIndex++;
if (this->leeverIndex >= 5) {
this->leeverIndex = 0;
}
@ -153,7 +153,7 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
this->timer = 150;
this->numLeeverSpawns = 0;
}
if (spawnParams != LEEVER_SMALL) {
if (spawnParams != LEEVER_TYPE_SMALL) {
this->timer = 300;
this->bigLeever = leever;
}

View File

@ -17,52 +17,62 @@ void EnReeba_Destroy(Actor* thisx, PlayState* play);
void EnReeba_Update(Actor* thisx, PlayState* play2);
void EnReeba_Draw(Actor* thisx, PlayState* play);
void func_80AE4F40(EnReeba* this, PlayState* play);
void func_80AE5054(EnReeba* this, PlayState* play);
void func_80AE5270(EnReeba* this, PlayState* play);
void func_80AE5688(EnReeba* this, PlayState* play);
void func_80AE56E0(EnReeba* this, PlayState* play);
void func_80AE538C(EnReeba* this, PlayState* play);
void func_80AE53AC(EnReeba* this, PlayState* play);
void func_80AE5E48(EnReeba* this, PlayState* play);
void func_80AE5854(EnReeba* this, PlayState* play);
void func_80AE5C38(EnReeba* this, PlayState* play);
void func_80AE5938(EnReeba* this, PlayState* play);
void func_80AE5A9C(EnReeba* this, PlayState* play);
void EnReeba_SetupSurface(EnReeba* this, PlayState* play);
void EnReeba_Surface(EnReeba* this, PlayState* play);
void EnReeba_Move(EnReeba* this, PlayState* play);
void EnReeba_SetupSink(EnReeba* this, PlayState* play);
void EnReeba_Sink(EnReeba* this, PlayState* play);
void EnReeba_SetupMoveBig(EnReeba* this, PlayState* play);
void EnReeba_MoveBig(EnReeba* this, PlayState* play);
void EnReeba_StunRecover(EnReeba* this, PlayState* play);
void EnReeba_Damaged(EnReeba* this, PlayState* play);
void EnReeba_Die(EnReeba* this, PlayState* play);
void EnReeba_Stunned(EnReeba* this, PlayState* play);
void EnReeba_StunDie(EnReeba* this, PlayState* play);
typedef enum {
/* 0x00 */ LEEVER_DMGEFF_NONE, // used by anything that cant kill the Leever
/* 0x01 */ LEEVER_DMGEFF_UNK, // used by "unknown 1" attack
/* 0x03 */ LEEVER_DMGEFF_ICE = 3,
/* 0x0B */ LEEVER_DMGEFF_UNUSED = 11, // not used in the damage table, but still checked for.
/* 0x0C */ LEEVER_DMGEFF_BOOMERANG,
/* 0x0D */ LEEVER_DMGEFF_HOOKSHOT,
/* 0x0E */ LEEVER_DMGEFF_OTHER
} LeeverDamageEffect;
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(2, 0xE),
/* Slingshot */ DMG_ENTRY(1, 0xE),
/* Explosive */ DMG_ENTRY(2, 0xE),
/* Boomerang */ DMG_ENTRY(1, 0xC),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xE),
/* Hookshot */ DMG_ENTRY(2, 0xD),
/* Kokiri sword */ DMG_ENTRY(1, 0xE),
/* Master sword */ DMG_ENTRY(4, 0xE),
/* Giant's Knife */ DMG_ENTRY(6, 0xE),
/* Fire arrow */ DMG_ENTRY(2, 0xE),
/* Ice arrow */ DMG_ENTRY(4, 0x3),
/* Light arrow */ DMG_ENTRY(2, 0xE),
/* Unk arrow 1 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
/* Fire magic */ DMG_ENTRY(0, 0x0),
/* Ice magic */ DMG_ENTRY(4, 0x3),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(2, 0xE),
/* Giant spin */ DMG_ENTRY(8, 0xE),
/* Master spin */ DMG_ENTRY(4, 0xE),
/* Kokiri jump */ DMG_ENTRY(2, 0xE),
/* Giant jump */ DMG_ENTRY(8, 0xE),
/* Master jump */ DMG_ENTRY(4, 0xE),
/* Unknown 1 */ DMG_ENTRY(0, 0x1),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
/* Deku nut */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Deku stick */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Slingshot */ DMG_ENTRY(1, LEEVER_DMGEFF_OTHER),
/* Explosive */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Boomerang */ DMG_ENTRY(1, LEEVER_DMGEFF_BOOMERANG),
/* Normal arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Hammer swing */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Hookshot */ DMG_ENTRY(2, LEEVER_DMGEFF_HOOKSHOT),
/* Kokiri sword */ DMG_ENTRY(1, LEEVER_DMGEFF_OTHER),
/* Master sword */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER),
/* Giant's Knife */ DMG_ENTRY(6, LEEVER_DMGEFF_OTHER),
/* Fire arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Ice arrow */ DMG_ENTRY(4, LEEVER_DMGEFF_ICE),
/* Light arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Unk arrow 1 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Unk arrow 2 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Unk arrow 3 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Fire magic */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Ice magic */ DMG_ENTRY(4, LEEVER_DMGEFF_ICE),
/* Light magic */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Shield */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Mirror Ray */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Kokiri spin */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Giant spin */ DMG_ENTRY(8, LEEVER_DMGEFF_OTHER),
/* Master spin */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER),
/* Kokiri jump */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER),
/* Giant jump */ DMG_ENTRY(8, LEEVER_DMGEFF_OTHER),
/* Master jump */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER),
/* Unknown 1 */ DMG_ENTRY(0, LEEVER_DMGEFF_UNK),
/* Unblockable */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Hammer jump */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
/* Unknown 2 */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE),
};
ActorInit En_Reeba_InitVars = {
@ -112,13 +122,14 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.health = 4;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->isBig = this->actor.params;
this->type = this->actor.params;
this->scale = 0.04f;
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
this->collider.dim.radius = 35;
this->collider.dim.height = 45;
this->scale *= 1.5f;
// "Reeba Boss Appears %f"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n" VT_RST, this->scale);
this->actor.colChkInfo.health = 20;
this->collider.info.toucher.effect = 4;
@ -126,7 +137,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
}
this->actor.shape.yOffset = this->unk_284 = this->scale * -27500.0f;
this->actor.shape.yOffset = this->yOffsetTarget = this->scale * -27500.0f;
ActorShape_Init(&this->actor.shape, this->actor.shape.yOffset, ActorShadow_DrawCircle, 0.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f,
@ -140,7 +151,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
return;
}
this->actionfunc = func_80AE4F40;
this->actionfunc = EnReeba_SetupSurface;
}
void EnReeba_Destroy(Actor* thisx, PlayState* play) {
@ -156,7 +167,7 @@ void EnReeba_Destroy(Actor* thisx, PlayState* play) {
if (spawner->curNumSpawn > 0) {
spawner->curNumSpawn--;
}
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
spawner->bigLeever = NULL;
spawner->timer = 600;
}
@ -164,7 +175,7 @@ void EnReeba_Destroy(Actor* thisx, PlayState* play) {
}
}
void func_80AE4F40(EnReeba* this, PlayState* play) {
void EnReeba_SetupSurface(EnReeba* this, PlayState* play) {
f32 frames = Animation_GetLastFrame(&object_reeba_Anim_0001E4);
Player* player = GET_PLAYER(play);
s16 playerSpeed;
@ -172,27 +183,28 @@ void func_80AE4F40(EnReeba* this, PlayState* play) {
Animation_Change(&this->skelanime, &object_reeba_Anim_0001E4, 2.0f, 0.0f, frames, ANIMMODE_LOOP, -10.0f);
playerSpeed = fabsf(player->linearVelocity);
this->unk_278 = 20 - playerSpeed * 2;
if (this->unk_278 < 0) {
this->unk_278 = 2;
this->waitTimer = 20 - playerSpeed * 2;
if (this->waitTimer < 0) {
this->waitTimer = 2;
}
if (this->unk_278 > 20) {
this->unk_278 = 20;
if (this->waitTimer > 20) {
this->waitTimer = 20;
}
this->actor.flags &= ~ACTOR_FLAG_27;
this->actor.world.pos.y = this->actor.floorHeight;
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_BIG_APPEAR);
} else {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_APPEAR);
}
this->actionfunc = func_80AE5054;
this->actionfunc = EnReeba_Surface;
}
void func_80AE5054(EnReeba* this, PlayState* play) {
void EnReeba_Surface(EnReeba* this, PlayState* play) {
Player* player = GET_PLAYER(play);
f32 playerLinearVel;
@ -203,17 +215,17 @@ void func_80AE5054(EnReeba* this, PlayState* play) {
500, 10, true);
}
if (this->unk_278 == 0) {
if (this->waitTimer == 0) {
Math_ApproachF(&this->actor.shape.shadowScale, 12.0f, 1.0f, 1.0f);
if (this->actor.shape.yOffset < 0.0f) {
Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, this->yOffsetStep);
Math_ApproachF(&this->yOffsetStep, 300.0f, 1.0f, 5.0f);
} else {
this->unk_288 = 0.0f;
this->yOffsetStep = 0.0f;
this->actor.shape.yOffset = 0.0f;
playerLinearVel = player->linearVelocity;
switch (this->unk_280) {
switch (this->aimType) {
case 0:
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
break;
@ -231,18 +243,18 @@ void func_80AE5054(EnReeba* this, PlayState* play) {
break;
}
if (this->isBig) {
this->actionfunc = func_80AE538C;
if (this->type != LEEVER_TYPE_SMALL) {
this->actionfunc = EnReeba_SetupMoveBig;
} else {
this->unk_272 = 130;
this->moveTimer = 130;
this->actor.speedXZ = Rand_ZeroFloat(4.0f) + 6.0f;
this->actionfunc = func_80AE5270;
this->actionfunc = EnReeba_Move;
}
}
}
}
void func_80AE5270(EnReeba* this, PlayState* play) {
void EnReeba_Move(EnReeba* this, PlayState* play) {
s32 surfaceType;
SkelAnime_Update(&this->skelanime);
@ -255,22 +267,22 @@ void func_80AE5270(EnReeba* this, PlayState* play) {
if ((surfaceType != FLOOR_TYPE_4) && (surfaceType != FLOOR_TYPE_7)) {
this->actor.speedXZ = 0.0f;
this->actionfunc = func_80AE5688;
} else if ((this->unk_272 == 0) || (this->actor.xzDistToPlayer < 30.0f) || (this->actor.xzDistToPlayer > 400.0f) ||
(this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
this->actionfunc = func_80AE5688;
} else if (this->unk_274 == 0) {
this->actionfunc = EnReeba_SetupSink;
} else if ((this->moveTimer == 0) || (this->actor.xzDistToPlayer < 30.0f) ||
(this->actor.xzDistToPlayer > 400.0f) || (this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
this->actionfunc = EnReeba_SetupSink;
} else if (this->sfxTimer == 0) {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_MOVE);
this->unk_274 = 10;
this->sfxTimer = 10;
}
}
void func_80AE538C(EnReeba* this, PlayState* play) {
void EnReeba_SetupMoveBig(EnReeba* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
this->actionfunc = func_80AE53AC;
this->actionfunc = EnReeba_MoveBig;
}
void func_80AE53AC(EnReeba* this, PlayState* play) {
void EnReeba_MoveBig(EnReeba* this, PlayState* play) {
f32 speed;
s16 yawDiff;
s16 yaw;
@ -286,10 +298,10 @@ void func_80AE53AC(EnReeba* this, PlayState* play) {
if (((surfaceType != FLOOR_TYPE_4) && (surfaceType != FLOOR_TYPE_7)) || (this->actor.xzDistToPlayer > 400.0f) ||
(this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
this->actionfunc = func_80AE5688;
this->actionfunc = EnReeba_SetupSink;
} else {
if ((this->actor.xzDistToPlayer < 70.0f) && (this->unk_270 == 0)) {
this->unk_270 = 30;
if ((this->actor.xzDistToPlayer < 70.0f) && (this->bigLeeverTimer == 0)) {
this->bigLeeverTimer = 30;
}
speed = (this->actor.xzDistToPlayer - 20.0f) / ((Rand_ZeroOne() * 50.0f) + 150.0f);
@ -301,136 +313,136 @@ void func_80AE53AC(EnReeba* this, PlayState* play) {
this->actor.speedXZ = -3.0f;
}
yawDiff = (this->unk_270 == 0) ? this->actor.yawTowardsPlayer : -this->actor.yawTowardsPlayer;
yawDiff = (this->bigLeeverTimer == 0) ? this->actor.yawTowardsPlayer : -this->actor.yawTowardsPlayer;
yawDiff -= this->actor.world.rot.y;
yaw = (yawDiff > 0) ? ((yawDiff / 31.0f) + 10.0f) : ((yawDiff / 31.0f) - 10.0f);
this->actor.world.rot.y += yaw * 2.0f;
if (this->unk_274 == 0) {
if (this->sfxTimer == 0) {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_MOVE);
this->unk_274 = 20;
this->sfxTimer = 20;
}
}
}
void func_80AE561C(EnReeba* this, PlayState* play) {
void EnReeba_Bumped(EnReeba* this, PlayState* play) {
Math_ApproachZeroF(&this->actor.speedXZ, 1.0f, 0.3f);
if (this->unk_272 == 0) {
if (this->isBig) {
this->actionfunc = func_80AE538C;
if (this->moveTimer == 0) {
if (this->type != LEEVER_TYPE_SMALL) {
this->actionfunc = EnReeba_SetupMoveBig;
} else {
this->actionfunc = func_80AE5688;
this->actionfunc = EnReeba_SetupSink;
}
}
}
void func_80AE5688(EnReeba* this, PlayState* play) {
this->unk_27E = 0;
void EnReeba_SetupSink(EnReeba* this, PlayState* play) {
this->stunType = LEEVER_STUN_NONE;
Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
this->actor.flags |= ACTOR_FLAG_27;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actionfunc = func_80AE56E0;
this->actionfunc = EnReeba_Sink;
}
void func_80AE56E0(EnReeba* this, PlayState* play) {
void EnReeba_Sink(EnReeba* this, PlayState* play) {
Math_ApproachZeroF(&this->actor.shape.shadowScale, 1.0f, 0.3f);
Math_ApproachZeroF(&this->actor.speedXZ, 0.1f, 0.3f);
SkelAnime_Update(&this->skelanime);
if ((this->unk_284 + 10.0f) <= this->actor.shape.yOffset) {
if ((this->yOffsetTarget + 10.0f) <= this->actor.shape.yOffset) {
if ((play->gameplayFrames % 4) == 0) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 8.0f,
500, 10, true);
}
Math_ApproachF(&this->actor.shape.yOffset, this->unk_284, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
Math_ApproachF(&this->actor.shape.yOffset, this->yOffsetTarget, 1.0f, this->yOffsetStep);
Math_ApproachF(&this->yOffsetStep, 300.0f, 1.0f, 5.0f);
} else {
Actor_Kill(&this->actor);
}
}
void func_80AE57F0(EnReeba* this, PlayState* play) {
this->unk_276 = 14;
void EnReeba_SetupDamaged(EnReeba* this, PlayState* play) {
this->damagedTimer = 14;
this->actor.speedXZ = -8.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
this->actionfunc = func_80AE5854;
this->actionfunc = EnReeba_Damaged;
}
void func_80AE5854(EnReeba* this, PlayState* play) {
void EnReeba_Damaged(EnReeba* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
if (this->unk_276 == 0) {
if (this->isBig) {
this->unk_270 = 30;
this->actionfunc = func_80AE538C;
if (this->damagedTimer == 0) {
if (this->type != LEEVER_TYPE_SMALL) {
this->bigLeeverTimer = 30;
this->actionfunc = EnReeba_SetupMoveBig;
} else {
this->actionfunc = func_80AE5688;
this->actionfunc = EnReeba_SetupSink;
}
}
}
void func_80AE58EC(EnReeba* this, PlayState* play) {
this->unk_278 = 14;
void EnReeba_SetupStunned(EnReeba* this, PlayState* play) {
this->waitTimer = 14;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.speedXZ = -8.0f;
this->actor.flags |= ACTOR_FLAG_27;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actionfunc = func_80AE5938;
this->actionfunc = EnReeba_Stunned;
}
void func_80AE5938(EnReeba* this, PlayState* play) {
void EnReeba_Stunned(EnReeba* this, PlayState* play) {
Vec3f pos;
f32 scale;
if (this->unk_278 != 0) {
if (this->waitTimer != 0) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
} else {
this->actor.speedXZ = 0.0f;
if ((this->unk_27E == 4) || (this->actor.colChkInfo.health != 0)) {
if (this->unk_27E == 2) {
if ((this->stunType == LEEVER_STUN_OTHER) || (this->actor.colChkInfo.health != 0)) {
if (this->stunType == LEEVER_STUN_ICE) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.world.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
scale = 6.0f;
}
EffectSsEnIce_SpawnFlyingVec3f(play, &this->actor, &pos, 150, 150, 150, 250, 235, 245, 255, scale);
}
this->unk_278 = 66;
this->actionfunc = func_80AE5E48;
this->waitTimer = 66;
this->actionfunc = EnReeba_StunRecover;
} else {
this->unk_278 = 30;
this->actionfunc = func_80AE5A9C;
this->waitTimer = 30;
this->actionfunc = EnReeba_StunDie;
}
}
}
void func_80AE5A9C(EnReeba* this, PlayState* play) {
void EnReeba_StunDie(EnReeba* this, PlayState* play) {
Vec3f pos;
f32 scale;
if (this->unk_278 != 0) {
if ((this->unk_27E == 2) && ((this->unk_278 & 0xF) == 0)) {
if (this->waitTimer != 0) {
if ((this->stunType == LEEVER_STUN_ICE) && ((this->waitTimer & 0xF) == 0)) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.world.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
scale = 6.0f;
}
@ -439,25 +451,25 @@ void func_80AE5A9C(EnReeba* this, PlayState* play) {
} else {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DEAD);
Enemy_StartFinishingBlow(play, &this->actor);
this->actionfunc = func_80AE5C38;
this->actionfunc = EnReeba_Die;
}
}
void func_80AE5BC4(EnReeba* this, PlayState* play) {
void EnReeba_SetupDie(EnReeba* this, PlayState* play) {
this->actor.speedXZ = -8.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
this->unk_278 = 14;
this->waitTimer = 14;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actionfunc = func_80AE5C38;
this->actionfunc = EnReeba_Die;
}
void func_80AE5C38(EnReeba* this, PlayState* play) {
void EnReeba_Die(EnReeba* this, PlayState* play) {
Vec3f pos;
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
if (this->unk_278 != 0) {
if (this->waitTimer != 0) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
@ -474,7 +486,7 @@ void func_80AE5C38(EnReeba* this, PlayState* play) {
EffectSsDeadDb_Spawn(play, &pos, &velocity, &accel, 120, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, true);
if (!this->isBig) {
if (this->type == LEEVER_TYPE_SMALL) {
Item_DropCollectibleRandom(play, &this->actor, &pos, 0xE0);
} else {
Item_DropCollectibleRandom(play, &this->actor, &pos, 0xC0);
@ -483,7 +495,7 @@ void func_80AE5C38(EnReeba* this, PlayState* play) {
if (this->actor.parent != NULL) {
EnEncount1* spawner = (EnEncount1*)this->actor.parent;
if ((spawner->actor.update != NULL) && !this->isBig) {
if ((spawner->actor.update != NULL) && this->type == LEEVER_TYPE_SMALL) {
if (spawner->killCount < 10) {
spawner->killCount++;
}
@ -499,81 +511,87 @@ void func_80AE5C38(EnReeba* this, PlayState* play) {
}
}
void func_80AE5E48(EnReeba* this, PlayState* play) {
if (this->unk_278 < 37) {
void EnReeba_StunRecover(EnReeba* this, PlayState* play) {
if (this->waitTimer < 37) {
this->actor.shape.rot.x = Rand_CenteredFloat(3000.0f);
this->actor.shape.rot.z = Rand_CenteredFloat(3000.0f);
if (this->unk_278 == 0) {
if (this->isBig) {
this->actionfunc = func_80AE538C;
if (this->waitTimer == 0) {
if (this->type != LEEVER_TYPE_SMALL) {
this->actionfunc = EnReeba_SetupMoveBig;
} else {
this->actionfunc = func_80AE5688;
this->actionfunc = EnReeba_SetupSink;
}
}
}
}
void func_80AE5EDC(EnReeba* this, PlayState* play) {
void EnReeba_CheckDamage(EnReeba* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
if ((this->actionfunc != func_80AE5C38) && (this->actionfunc != func_80AE5854)) {
if ((this->actionfunc != EnReeba_Die) && (this->actionfunc != EnReeba_Damaged)) {
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
this->unk_27E = 0;
this->stunType = LEEVER_STUN_NONE;
switch (this->actor.colChkInfo.damageEffect) {
case 11: // none
case 12: // boomerang
if ((this->actor.colChkInfo.health > 1) && (this->unk_27E != 4)) {
this->unk_27E = 4;
case LEEVER_DMGEFF_UNUSED:
case LEEVER_DMGEFF_BOOMERANG:
if ((this->actor.colChkInfo.health > 1) && (this->stunType != LEEVER_STUN_OTHER)) {
this->stunType = LEEVER_STUN_OTHER;
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA,
80);
this->actionfunc = func_80AE58EC;
this->actionfunc = EnReeba_SetupStunned;
break;
}
FALLTHROUGH;
case 13: // hookshot/longshot
if ((this->actor.colChkInfo.health > 2) && (this->unk_27E != 4)) {
this->unk_27E = 4;
case LEEVER_DMGEFF_HOOKSHOT:
if ((this->actor.colChkInfo.health > 2) && (this->stunType != LEEVER_STUN_OTHER)) {
this->stunType = LEEVER_STUN_OTHER;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA,
80);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionfunc = func_80AE58EC;
this->actionfunc = EnReeba_SetupStunned;
break;
}
FALLTHROUGH;
case 14:
this->unk_27C = 6;
case LEEVER_DMGEFF_OTHER:
this->unkDamageField = 6;
Actor_ApplyDamage(&this->actor);
if (this->actor.colChkInfo.health == 0) {
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DEAD);
Enemy_StartFinishingBlow(play, &this->actor);
this->actionfunc = func_80AE5BC4;
this->actionfunc = EnReeba_SetupDie;
} else {
if (this->actionfunc == func_80AE5E48) {
if (this->actionfunc == EnReeba_StunRecover) {
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
}
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DAMAGE);
this->actionfunc = func_80AE57F0;
this->actionfunc = EnReeba_SetupDamaged;
}
break;
case 3: // ice arrows/ice magic
case LEEVER_DMGEFF_ICE:
Actor_ApplyDamage(&this->actor);
this->unk_27C = 2;
this->unk_27E = 2;
this->unkDamageField = 2;
this->stunType = LEEVER_STUN_ICE;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80);
this->actionfunc = func_80AE58EC;
this->actionfunc = EnReeba_SetupStunned;
break;
case 1: // unknown
if (this->unk_27E != 4) {
this->unk_27E = 4;
case LEEVER_DMGEFF_UNK:
if (this->stunType != LEEVER_STUN_OTHER) {
this->stunType = LEEVER_STUN_OTHER;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA,
80);
this->actionfunc = func_80AE58EC;
this->actionfunc = EnReeba_SetupStunned;
}
break;
default:
break;
}
}
}
@ -584,28 +602,28 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) {
EnReeba* this = (EnReeba*)thisx;
Player* player = GET_PLAYER(play);
func_80AE5EDC(this, play);
EnReeba_CheckDamage(this, play);
this->actionfunc(this, play);
Actor_SetScale(&this->actor, this->scale);
if (this->unk_270 != 0) {
this->unk_270--;
if (this->bigLeeverTimer != 0) {
this->bigLeeverTimer--;
}
if (this->unk_272 != 0) {
this->unk_272--;
if (this->moveTimer != 0) {
this->moveTimer--;
}
if (this->unk_278 != 0) {
this->unk_278--;
if (this->waitTimer != 0) {
this->waitTimer--;
}
if (this->unk_274 != 0) {
this->unk_274--;
if (this->sfxTimer != 0) {
this->sfxTimer--;
}
if (this->unk_276 != 0) {
this->unk_276--;
if (this->damagedTimer != 0) {
this->damagedTimer--;
}
Actor_MoveForward(&this->actor);
@ -616,25 +634,26 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) {
if (this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~AT_BOUNCED;
if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) {
if ((this->actionfunc == EnReeba_Move) || (this->actionfunc == EnReeba_MoveBig)) {
this->actor.speedXZ = 8.0f;
this->actor.world.rot.y *= -1.0f;
this->unk_272 = 14;
this->actionfunc = func_80AE561C;
this->moveTimer = 14;
this->actionfunc = EnReeba_Bumped;
return;
}
}
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
if ((this->collider.base.at == &player->actor) && !this->isBig && (this->actionfunc != func_80AE56E0)) {
this->actionfunc = func_80AE5688;
if ((this->collider.base.at == &player->actor) && this->type == LEEVER_TYPE_SMALL &&
(this->actionfunc != EnReeba_Sink)) {
this->actionfunc = EnReeba_SetupSink;
}
}
this->actor.focus.pos = this->actor.world.pos;
if (!this->isBig) {
if (this->type == LEEVER_TYPE_SMALL) {
this->actor.focus.pos.y += 15.0f;
} else {
this->actor.focus.pos.y += 30.0f;
@ -643,13 +662,13 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) {
Collider_UpdateCylinder(&this->actor, &this->collider);
if ((this->actor.shape.yOffset >= -700.0f) && (this->actor.colChkInfo.health > 0) &&
(this->actionfunc != func_80AE56E0)) {
(this->actionfunc != EnReeba_Sink)) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if (!(this->actor.shape.yOffset < 0.0f)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) {
if ((this->actionfunc == EnReeba_Move) || (this->actionfunc == EnReeba_MoveBig)) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
}
@ -664,7 +683,7 @@ void EnReeba_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->isBig) {
if (this->type != LEEVER_TYPE_SMALL) {
gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 155, 55, 255, 255);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 255, 255, 255, 255);

View File

@ -15,24 +15,28 @@ typedef struct EnReeba {
/* 0x01FC */ Vec3s morphTable[18];
/* 0x0268 */ char unk_268[0x4];
/* 0x026C */ EnReebaActionFunc actionfunc;
/* 0x0270 */ s16 unk_270;
/* 0x0272 */ s16 unk_272;
/* 0x0274 */ s16 unk_274;
/* 0x0276 */ s16 unk_276;
/* 0x0278 */ s16 unk_278;
/* 0x027A */ s16 isBig;
/* 0x027C */ s16 unk_27C;
/* 0x027E */ s16 unk_27E;
/* 0x0280 */ s16 unk_280;
/* 0x0284 */ f32 unk_284;
/* 0x0288 */ f32 unk_288;
/* 0x0270 */ s16 bigLeeverTimer; // big Leever uses to close and make distance from Link.
/* 0x0272 */ s16 moveTimer;
/* 0x0274 */ s16 sfxTimer; // delay between moving sfx. 2x if big Leever.
/* 0x0276 */ s16 damagedTimer;
/* 0x0278 */ s16 waitTimer;
/* 0x027A */ s16 type;
/* 0x027C */ s16 unkDamageField; // set when hit with ice and most other weapons. Never read.
/* 0x027E */ s16 stunType;
/* 0x0280 */ s16 aimType; // incremented by the spawner. Dictates rotateY modification
/* 0x0284 */ f32 yOffsetTarget;
/* 0x0288 */ f32 yOffsetStep;
/* 0x028C */ f32 scale;
/* 0x0290 */ ColliderCylinder collider;
} EnReeba; // size = 0x02DC
typedef enum {
/* 0 */ LEEVER_SMALL,
/* 1 */ LEEVER_BIG
} LeeverParam;
/* 0 */ LEEVER_TYPE_SMALL,
/* 1 */ LEEVER_TYPE_BIG
} LeeverType;
#define LEEVER_STUN_NONE 0
#define LEEVER_STUN_ICE 2
#define LEEVER_STUN_OTHER 4
#endif