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Child Ruto Actions Part 1: Zora's Fountain (#2600)

* Child Ruto Actions Part 1: Zora's Fountain

* Oops, forgot sound effects

* Reformat

* Rename action enum entries

* Suggested changes
This commit is contained in:
Jordan Longstaff 2025-06-30 02:41:47 -04:00 committed by GitHub
parent d45353ee33
commit 80c4f33da5
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GPG key ID: B5690EEEBB952194
2 changed files with 195 additions and 186 deletions

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@ -37,13 +37,13 @@ void EnRu1_Destroy(Actor* thisx, PlayState* play);
void EnRu1_Update(Actor* thisx, PlayState* play);
void EnRu1_Draw(Actor* thisx, PlayState* play);
void func_80AEC0B4(EnRu1* this, PlayState* play);
void func_80AEC100(EnRu1* this, PlayState* play);
void func_80AEC130(EnRu1* this, PlayState* play);
void func_80AEC17C(EnRu1* this, PlayState* play);
void func_80AEC1D4(EnRu1* this, PlayState* play);
void func_80AEC244(EnRu1* this, PlayState* play);
void func_80AEC2C0(EnRu1* this, PlayState* play);
void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play);
void EnRu1_Fountain_Diving(EnRu1* this, PlayState* play);
void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play);
void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play);
void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play);
void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play);
void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play);
void func_80AECA94(EnRu1* this, PlayState* play);
void func_80AECAB4(EnRu1* this, PlayState* play);
void func_80AECAD4(EnRu1* this, PlayState* play);
@ -146,52 +146,52 @@ static s32 sUnused = 0;
static u32 D_80AF1938 = 0;
static EnRu1ActionFunc sActionFuncs[] = {
func_80AEC0B4, // ENRU1_ACTION_00
func_80AEC100, // ENRU1_ACTION_01
func_80AEC130, // ENRU1_ACTION_02
func_80AEC17C, // ENRU1_ACTION_03
func_80AEC1D4, // ENRU1_ACTION_04
func_80AEC244, // ENRU1_ACTION_05
func_80AEC2C0, // ENRU1_ACTION_06
func_80AECA94, // ENRU1_ACTION_07
func_80AECAB4, // ENRU1_ACTION_08
func_80AECAD4, // ENRU1_ACTION_09
func_80AECB18, // ENRU1_ACTION_10
func_80AECB60, // ENRU1_ACTION_11
func_80AECBB8, // ENRU1_ACTION_12
func_80AECC1C, // ENRU1_ACTION_13
func_80AECC84, // ENRU1_ACTION_14
func_80AED304, // ENRU1_ACTION_15
func_80AED324, // ENRU1_ACTION_16
func_80AED344, // ENRU1_ACTION_17
func_80AED374, // ENRU1_ACTION_18
func_80AED3A4, // ENRU1_ACTION_19
func_80AED3E0, // ENRU1_ACTION_20
func_80AED414, // ENRU1_ACTION_21
func_80AEF29C, // ENRU1_ACTION_22
func_80AEF2AC, // ENRU1_ACTION_23
func_80AEF2D0, // ENRU1_ACTION_24
func_80AEF354, // ENRU1_ACTION_25
func_80AEF3A8, // ENRU1_ACTION_26
func_80AEEBD4, // ENRU1_ACTION_27
func_80AEEC5C, // ENRU1_ACTION_28
func_80AEECF0, // ENRU1_ACTION_29
func_80AEED58, // ENRU1_ACTION_30
func_80AEEDCC, // ENRU1_ACTION_31
func_80AEEE34, // ENRU1_ACTION_32
func_80AEEE9C, // ENRU1_ACTION_33
func_80AEEF08, // ENRU1_ACTION_34
func_80AEEF5C, // ENRU1_ACTION_35
func_80AEF9D8, // ENRU1_ACTION_36
func_80AEFA2C, // ENRU1_ACTION_37
func_80AEFAAC, // ENRU1_ACTION_38
func_80AEFB04, // ENRU1_ACTION_39
func_80AEFB68, // ENRU1_ACTION_40
func_80AEFCE8, // ENRU1_ACTION_41
func_80AEFBC8, // ENRU1_ACTION_42
func_80AEFC24, // ENRU1_ACTION_43
func_80AEFECC, // ENRU1_ACTION_44
func_80AEFF40, // ENRU1_ACTION_45
EnRu1_Fountain_GazingAtLink, // ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK
EnRu1_Fountain_Diving, // ENRU1_ACTION_FOUNTAIN_DIVING
EnRu1_Fountain_Resurfacing, // ENRU1_ACTION_FOUNTAIN_RESURFACING
EnRu1_Fountain_TreadingWater, // ENRU1_ACTION_FOUNTAIN_TREADING_WATER
EnRu1_Fountain_StartingSwimBack, // ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK
EnRu1_Fountain_SwimmingBack, // ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK
EnRu1_Fountain_FinishingSwimBack, // ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK
func_80AECA94, // ENRU1_ACTION_07
func_80AECAB4, // ENRU1_ACTION_08
func_80AECAD4, // ENRU1_ACTION_09
func_80AECB18, // ENRU1_ACTION_10
func_80AECB60, // ENRU1_ACTION_11
func_80AECBB8, // ENRU1_ACTION_12
func_80AECC1C, // ENRU1_ACTION_13
func_80AECC84, // ENRU1_ACTION_14
func_80AED304, // ENRU1_ACTION_15
func_80AED324, // ENRU1_ACTION_16
func_80AED344, // ENRU1_ACTION_17
func_80AED374, // ENRU1_ACTION_18
func_80AED3A4, // ENRU1_ACTION_19
func_80AED3E0, // ENRU1_ACTION_20
func_80AED414, // ENRU1_ACTION_21
func_80AEF29C, // ENRU1_ACTION_22
func_80AEF2AC, // ENRU1_ACTION_23
func_80AEF2D0, // ENRU1_ACTION_24
func_80AEF354, // ENRU1_ACTION_25
func_80AEF3A8, // ENRU1_ACTION_26
func_80AEEBD4, // ENRU1_ACTION_27
func_80AEEC5C, // ENRU1_ACTION_28
func_80AEECF0, // ENRU1_ACTION_29
func_80AEED58, // ENRU1_ACTION_30
func_80AEEDCC, // ENRU1_ACTION_31
func_80AEEE34, // ENRU1_ACTION_32
func_80AEEE9C, // ENRU1_ACTION_33
func_80AEEF08, // ENRU1_ACTION_34
func_80AEEF5C, // ENRU1_ACTION_35
func_80AEF9D8, // ENRU1_ACTION_36
func_80AEFA2C, // ENRU1_ACTION_37
func_80AEFAAC, // ENRU1_ACTION_38
func_80AEFB04, // ENRU1_ACTION_39
func_80AEFB68, // ENRU1_ACTION_40
func_80AEFCE8, // ENRU1_ACTION_41
func_80AEFBC8, // ENRU1_ACTION_42
func_80AEFC24, // ENRU1_ACTION_43
func_80AEFECC, // ENRU1_ACTION_44
func_80AEFF40, // ENRU1_ACTION_45
};
static EnRu1PreLimbDrawFunc sPreLimbDrawFuncs[] = {
@ -330,7 +330,7 @@ CsCmdActorCue* EnRu1_GetCue(PlayState* play, s32 cueChannel) {
return cue;
}
s32 func_80AEAFA0(PlayState* play, u16 cueId, s32 cueChannel) {
s32 EnRu1_CheckCueMatchingId(PlayState* play, u16 cueId, s32 cueChannel) {
CsCmdActorCue* cue = EnRu1_GetCue(play, cueChannel);
if ((cue != NULL) && (cue->id == cueId)) {
@ -339,7 +339,7 @@ s32 func_80AEAFA0(PlayState* play, u16 cueId, s32 cueChannel) {
return false;
}
s32 func_80AEAFE0(PlayState* play, u16 cueId, s32 cueChannel) {
s32 EnRu1_CheckCueNotMatchingId(PlayState* play, u16 cueId, s32 cueChannel) {
CsCmdActorCue* cue = EnRu1_GetCue(play, cueChannel);
if ((cue != NULL) && (cue->id != cueId)) {
@ -481,22 +481,22 @@ void func_80AEB3CC(EnRu1* this) {
void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) {
EnRu1_AnimationChange(this, &gRutoChildWaitHandsBehindBackAnim, ANIMMODE_LOOP, 0, false);
this->action = ENRU1_ACTION_00;
this->action = ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK;
this->drawConfig = ENRU1_DRAW_OPA;
EnRu1_SetEyes(this, ENRU1_EYES_GAZING);
EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING);
}
CsCmdActorCue* EnRu1_GetCueChannel3(PlayState* play) {
CsCmdActorCue* EnRu1_GetFountainCue(PlayState* play) {
return EnRu1_GetCue(play, 3);
}
s32 func_80AEB458(PlayState* play, u16 cueId) {
return func_80AEAFA0(play, cueId, 3);
s32 EnRu1_CheckFountainCueMatchingId(PlayState* play, u16 cueId) {
return EnRu1_CheckCueMatchingId(play, cueId, 3);
}
s32 func_80AEB480(PlayState* play, u16 cueId) {
return func_80AEAFE0(play, cueId, 3);
s32 EnRu1_CheckFountainCueNotMatchingId(PlayState* play, u16 cueId) {
return EnRu1_CheckCueNotMatchingId(play, cueId, 3);
}
void EnRu1_SpawnRipple(EnRu1* this, PlayState* play, s16 radiusMax, s16 life) {
@ -509,15 +509,15 @@ void EnRu1_SpawnRipple(EnRu1* this, PlayState* play, s16 radiusMax, s16 life) {
EffectSsGRipple_Spawn(play, &pos, 100, radiusMax, life);
}
void func_80AEB50C(EnRu1* this, PlayState* play) {
this->unk_270 += 1.0f;
if (this->unk_270 >= kREG(3) + 10.0f) {
void EnRu1_SpawnRippleTreading(EnRu1* this, PlayState* play) {
this->treadTimer += 1.0f;
if (this->treadTimer >= kREG(3) + 10.0f) {
EnRu1_SpawnRipple(this, play, kREG(1) + 500, 0);
this->unk_270 = 0.0f;
this->treadTimer = 0.0f;
}
}
void func_80AEB59C(EnRu1* this, PlayState* play) {
void EnRu1_SpawnThreeRipples(EnRu1* this, PlayState* play) {
EnRu1_SpawnRipple(this, play, kREG(2) + 500, 0);
EnRu1_SpawnRipple(this, play, kREG(2) + 500, kREG(3) + 10.0f);
EnRu1_SpawnRipple(this, play, kREG(2) + 500, (kREG(3) + 10.0f) * 2.0f);
@ -533,7 +533,10 @@ void EnRu1_SpawnSplash(EnRu1* this, PlayState* play) {
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 1, 0);
}
void func_80AEB6E0(EnRu1* this, PlayState* play) {
/**
* Used twice: once to start resurfacing, and once to start swimming toward Link.
*/
void EnRu1_StartMovingInWater(EnRu1* this, PlayState* play) {
SkelAnime* skelAnime = &this->skelAnime;
if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
@ -542,7 +545,7 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) {
}
}
void func_80AEB738(EnRu1* this, PlayState* play) {
void EnRu1_MoveInWater(EnRu1* this, PlayState* play) {
SkelAnime* skelAnime = &this->skelAnime;
skelAnime->baseTransl = skelAnime->jointTable[0];
@ -553,11 +556,11 @@ void func_80AEB738(EnRu1* this, PlayState* play) {
}
}
void func_80AEB7D0(EnRu1* this) {
void EnRu1_StopMovingInWater(EnRu1* this) {
this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
}
f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) {
f32 EnRu1_GetSwimLerpFactor(CsCmdActorCue* cue, PlayState* play) {
s32 csCurFrame = play->csCtx.curFrame;
if ((csCurFrame < cue->endFrame) && (cue->endFrame - cue->startFrame > 0)) {
@ -568,12 +571,12 @@ f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) {
return 1.0f;
}
f32 func_80AEB87C(f32 arg0, s32 arg1, s32 arg2) {
return (((f32)arg2 - arg1) * arg0) + arg1;
f32 EnRu1_Lerp(f32 scale, s32 startPos, s32 endPos) {
return (((f32)endPos - startPos) * scale) + startPos;
}
void func_80AEB89C(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue = EnRu1_GetCueChannel3(play);
void EnRu1_InitPositionFromFountainCue(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue = EnRu1_GetFountainCue(play);
if (cue != NULL) {
this->actor.world.rot.y = this->actor.shape.rot.y = cue->rot.y;
@ -584,68 +587,68 @@ void func_80AEB89C(EnRu1* this, PlayState* play) {
}
}
void func_80AEB914(EnRu1* this, PlayState* play) {
func_80AEB89C(this, play);
void EnRu1_InitPositionDivingIntoFountain(EnRu1* this, PlayState* play) {
EnRu1_InitPositionFromFountainCue(this, play);
}
void func_80AEB934(EnRu1* this, PlayState* play) {
func_80AEB89C(this, play);
void EnRu1_InitPositionResurfacing(EnRu1* this, PlayState* play) {
EnRu1_InitPositionFromFountainCue(this, play);
}
void func_80AEB954(EnRu1* this, PlayState* play) {
func_80AEB6E0(this, play);
void EnRu1_StartSwimmingTowardLink(EnRu1* this, PlayState* play) {
EnRu1_StartMovingInWater(this, play);
}
void func_80AEB974(EnRu1* this, PlayState* play) {
void EnRu1_SwimTowardLink(EnRu1* this, PlayState* play) {
Vec3f* thisPos;
f32 sp30;
CsCmdActorCue* cue = EnRu1_GetCueChannel3(play);
f32 swimProximity;
CsCmdActorCue* cue = EnRu1_GetFountainCue(play);
s32 pad;
if (cue != NULL) {
sp30 = func_80AEB7E0(cue, play);
swimProximity = EnRu1_GetSwimLerpFactor(cue, play);
thisPos = &this->actor.world.pos;
thisPos->x = func_80AEB87C(sp30, cue->startPos.x, cue->endPos.x);
thisPos->y = func_80AEB87C(sp30, cue->startPos.y, cue->endPos.y);
thisPos->z = func_80AEB87C(sp30, cue->startPos.z, cue->endPos.z);
thisPos->x = EnRu1_Lerp(swimProximity, cue->startPos.x, cue->endPos.x);
thisPos->y = EnRu1_Lerp(swimProximity, cue->startPos.y, cue->endPos.y);
thisPos->z = EnRu1_Lerp(swimProximity, cue->startPos.z, cue->endPos.z);
}
}
void func_80AEBA0C(EnRu1* this, PlayState* play) {
func_80AEB6E0(this, play);
void EnRu1_StartSwimmingAwayFromLink(EnRu1* this, PlayState* play) {
EnRu1_StartMovingInWater(this, play);
}
void func_80AEBA2C(EnRu1* this, PlayState* play) {
void EnRu1_SwimAwayFromLink(EnRu1* this, PlayState* play) {
s32 pad;
Vec3f* unk_364 = &this->unk_364;
Vec3f* treadStartPos = &this->treadStartPos;
Vec3f* thisPos;
f32 temp_ret_2;
CsCmdActorCue* cue = EnRu1_GetCueChannel3(play);
f32 proximity;
CsCmdActorCue* cue = EnRu1_GetFountainCue(play);
s32 pad2;
if (cue != NULL) {
temp_ret_2 = func_80AEB7E0(cue, play);
proximity = EnRu1_GetSwimLerpFactor(cue, play);
thisPos = &this->actor.world.pos;
thisPos->x = func_80AEB87C(temp_ret_2, unk_364->x, cue->endPos.x);
thisPos->y = func_80AEB87C(temp_ret_2, unk_364->y, cue->endPos.y);
thisPos->z = func_80AEB87C(temp_ret_2, unk_364->z, cue->endPos.z);
thisPos->x = EnRu1_Lerp(proximity, treadStartPos->x, cue->endPos.x);
thisPos->y = EnRu1_Lerp(proximity, treadStartPos->y, cue->endPos.y);
thisPos->z = EnRu1_Lerp(proximity, treadStartPos->z, cue->endPos.z);
}
}
void func_80AEBAFC(EnRu1* this) {
void EnRu1_PlayDivingEntrySfx(EnRu1* this) {
if (this->unk_298 == 0) {
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EV_DIVE_INTO_WATER);
this->unk_298 = 1;
}
}
void func_80AEBB3C(EnRu1* this) {
void EnRu1_PlayResurfacingSfx(EnRu1* this) {
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_FACE_UP);
}
}
void func_80AEBB78(EnRu1* this) {
void EnRu1_PlaySwimStrokeSfx(EnRu1* this) {
SkelAnime* skelAnime = &this->skelAnime;
if (Animation_OnFrame(skelAnime, 4.0f) || Animation_OnFrame(skelAnime, 13.0f) ||
@ -654,13 +657,16 @@ void func_80AEBB78(EnRu1* this) {
}
}
void func_80AEBBF4(EnRu1* this) {
void EnRu1_PlaySubmergeSfx(EnRu1* this) {
if (Animation_OnFrame(&this->skelAnime, 8.0f)) {
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_SUBMERGE);
}
}
void func_80AEBC30(PlayState* play) {
/**
* Plays the splashing sound effect when Link falls backwards into the Zora's Fountain waters.
*/
void EnRu1_PlayLinkFallingSfx(PlayState* play) {
Player* player;
if (play->csCtx.curFrame == 205) {
@ -669,85 +675,88 @@ void func_80AEBC30(PlayState* play) {
}
}
void func_80AEBC84(EnRu1* this, PlayState* play) {
/**
* Ruto giggles at Link outside of Jabu-Jabu.
*/
void EnRu1_PlayGiggleSfx(EnRu1* this, PlayState* play) {
if (play->csCtx.curFrame == 130) {
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_RT_LAUGH_0);
}
}
void func_80AEBCB8(EnRu1* this, UNK_TYPE arg1) {
if (arg1 != 0) {
void EnRu1_StartBackSwimming(EnRu1* this, s32 isSwimming) {
if (isSwimming != 0) {
Animation_Change(&this->skelAnime, &gRutoChildSwimOnBackAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildSwimOnBackAnim), ANIMMODE_LOOP, -8.0f);
}
}
void func_80AEBD1C(EnRu1* this, PlayState* play) {
if (func_80AEB480(play, 2)) {
this->action = ENRU1_ACTION_01;
void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) {
if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) {
this->action = ENRU1_ACTION_FOUNTAIN_DIVING;
this->drawConfig = ENRU1_DRAW_NOTHING;
func_80AEB914(this, play);
EnRu1_InitPositionDivingIntoFountain(this, play);
func_80AEAECC(this, play);
EnRu1_SpawnSplash(this, play);
func_80AEB59C(this, play);
EnRu1_SpawnThreeRipples(this, play);
}
}
void func_80AEBD94(EnRu1* this, PlayState* play) {
void EnRu1_Resurface(EnRu1* this, PlayState* play) {
s32 pad[2];
f32 frameCount;
if (func_80AEB480(play, 3)) {
if (EnRu1_CheckFountainCueNotMatchingId(play, 3)) {
frameCount = Animation_GetLastFrame(&gRutoChildResurfaceAnim);
func_80AEB934(this, play);
func_80AEB738(this, play);
EnRu1_InitPositionResurfacing(this, play);
EnRu1_MoveInWater(this, play);
Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = ENRU1_ACTION_02;
this->action = ENRU1_ACTION_FOUNTAIN_RESURFACING;
this->drawConfig = ENRU1_DRAW_OPA;
}
}
void func_80AEBE3C(EnRu1* this, PlayState* play, s32 arg2) {
void EnRu1_ResurfaceProgress(EnRu1* this, PlayState* play, s32 isResurfaced) {
s32 pad[2];
if (arg2 != 0) {
if (isResurfaced != 0) {
f32 frameCount = Animation_GetLastFrame(&gRutoChildTreadWaterAnim);
func_80AEB7D0(this);
EnRu1_StopMovingInWater(this);
Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = ENRU1_ACTION_03;
this->action = ENRU1_ACTION_FOUNTAIN_TREADING_WATER;
} else {
func_80AEB954(this, play);
EnRu1_StartSwimmingTowardLink(this, play);
}
}
void func_80AEBEC8(EnRu1* this, PlayState* play) {
void EnRu1_StopTreading(EnRu1* this, PlayState* play) {
s32 pad[2];
f32 frameCount;
if (func_80AEB458(play, 6)) {
if (EnRu1_CheckFountainCueMatchingId(play, 6)) {
frameCount = Animation_GetLastFrame(&gRutoChildTransitionToSwimOnBackAnim);
func_80AEB738(this, play);
EnRu1_MoveInWater(this, play);
Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE,
-8.0f);
this->action = ENRU1_ACTION_04;
this->action = ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK;
}
}
void func_80AEBF60(EnRu1* this, PlayState* play) {
if (func_80AEB480(play, 6)) {
void EnRu1_TransitionToBackSwimming(EnRu1* this, PlayState* play) {
if (EnRu1_CheckFountainCueNotMatchingId(play, 6)) {
s32 pad;
func_80AEB7D0(this);
this->action = ENRU1_ACTION_05;
this->unk_364 = this->actor.world.pos;
EnRu1_StopMovingInWater(this);
this->action = ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK;
this->treadStartPos = this->actor.world.pos;
} else {
func_80AEBA0C(this, play);
EnRu1_StartSwimmingAwayFromLink(this, play);
}
}
void func_80AEBFD8(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue = EnRu1_GetCueChannel3(play);
void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue = EnRu1_GetFountainCue(play);
f32 frameCount;
u16 csCurFrame;
u16 endFrame;
@ -760,79 +769,79 @@ void func_80AEBFD8(EnRu1* this, PlayState* play) {
frameCount = Animation_GetLastFrame(&gRutoChildTransitionFromSwimOnBackAnim);
Animation_Change(&this->skelAnime, &gRutoChildTransitionFromSwimOnBackAnim, 1.0, 0, frameCount,
ANIMMODE_ONCE, -8.0f);
this->action = ENRU1_ACTION_06;
this->action = ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK;
}
}
}
void func_80AEC070(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
if ((func_80AEB458(play, 8)) && (arg2 != 0)) {
void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
if ((EnRu1_CheckFountainCueMatchingId(play, 8)) && (arg2 != 0)) {
Actor_Kill(&this->actor);
}
}
void func_80AEC0B4(EnRu1* this, PlayState* play) {
func_80AEB89C(this, play);
void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play) {
EnRu1_InitPositionFromFountainCue(this, play);
EnRu1_UpdateSkelAnime(this);
func_80AEBC84(this, play);
func_80AEBC30(play);
func_80AEBD1C(this, play);
EnRu1_PlayGiggleSfx(this, play);
EnRu1_PlayLinkFallingSfx(play);
EnRu1_EnterFountainWater(this, play);
}
void func_80AEC100(EnRu1* this, PlayState* play) {
func_80AEBAFC(this);
func_80AEBD94(this, play);
void EnRu1_Fountain_Diving(EnRu1* this, PlayState* play) {
EnRu1_PlayDivingEntrySfx(this);
EnRu1_Resurface(this, play);
}
void func_80AEC130(EnRu1* this, PlayState* play) {
s32 something = EnRu1_UpdateSkelAnime(this);
void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play) {
s32 doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
func_80AEBB3C(this);
func_80AEBE3C(this, play, something);
EnRu1_PlayResurfacingSfx(this);
EnRu1_ResurfaceProgress(this, play, doneAnim);
}
void func_80AEC17C(EnRu1* this, PlayState* play) {
func_80AEB974(this, play);
void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play) {
EnRu1_SwimTowardLink(this, play);
func_80AEAECC(this, play);
EnRu1_UpdateSkelAnime(this);
func_80AEB50C(this, play);
func_80AEBEC8(this, play);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_StopTreading(this, play);
}
void func_80AEC1D4(EnRu1* this, PlayState* play) {
s32 something;
void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
something = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
func_80AEB50C(this, play);
func_80AEBCB8(this, something);
func_80AEBBF4(this);
func_80AEBF60(this, play);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_StartBackSwimming(this, doneAnim);
EnRu1_PlaySubmergeSfx(this);
EnRu1_TransitionToBackSwimming(this, play);
}
void func_80AEC244(EnRu1* this, PlayState* play) {
s32 something;
void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
something = EnRu1_UpdateSkelAnime(this);
func_80AEBA2C(this, play);
doneAnim = EnRu1_UpdateSkelAnime(this);
EnRu1_SwimAwayFromLink(this, play);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
func_80AEB50C(this, play);
func_80AEBCB8(this, something);
func_80AEBB78(this);
func_80AEBFD8(this, play);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_StartBackSwimming(this, doneAnim);
EnRu1_PlaySwimStrokeSfx(this);
EnRu1_EndSwimBack(this, play);
}
void func_80AEC2C0(EnRu1* this, PlayState* play) {
s32 something;
void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim;
something = EnRu1_UpdateSkelAnime(this);
doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play);
EnRu1_UpdateEyes(this);
func_80AEB50C(this, play);
func_80AEC070(this, play, something);
EnRu1_SpawnRippleTreading(this, play);
EnRu1_EndGivingSapphire(this, play, doneAnim);
}
void EnRu1_InitInJabuJabuHolesRoom(EnRu1* this, PlayState* play) {
@ -919,7 +928,7 @@ void func_80AEC6B0(EnRu1* this) {
}
void func_80AEC6E4(EnRu1* this, PlayState* play) {
if ((func_80AEAFA0(play, 4, 3)) && (this->unk_280 == 0)) {
if ((EnRu1_CheckCueMatchingId(play, 4, 3)) && (this->unk_280 == 0)) {
Animation_Change(&this->skelAnime, &gRutoChildBringArmsUpAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildBringArmsUpAnim), ANIMMODE_ONCE, -8.0f);
this->unk_280 = 1;
@ -946,7 +955,7 @@ void func_80AEC81C(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue;
s16 newRotY;
if (func_80AEAFE0(play, 1, 3)) {
if (EnRu1_CheckCueNotMatchingId(play, 1, 3)) {
cue = play->csCtx.actorCues[3];
this->actor.world.pos.x = cue->startPos.x;
this->actor.world.pos.y = cue->startPos.y;
@ -960,7 +969,7 @@ void func_80AEC81C(EnRu1* this, PlayState* play) {
}
void func_80AEC8B8(EnRu1* this, PlayState* play) {
if (func_80AEAFA0(play, 3, 3)) {
if (EnRu1_CheckCueMatchingId(play, 3, 3)) {
Animation_Change(&this->skelAnime, &gRutoChildTurnAroundAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f);
this->action = ENRU1_ACTION_10;
@ -997,7 +1006,7 @@ void func_80AECA18(EnRu1* this) {
}
void func_80AECA44(EnRu1* this, PlayState* play) {
if (func_80AEAFA0(play, 5, 3)) {
if (EnRu1_CheckCueMatchingId(play, 5, 3)) {
SET_INFTABLE(INFTABLE_141);
this->action = ENRU1_ACTION_14;
}
@ -2042,7 +2051,7 @@ void func_80AEF624(EnRu1* this, PlayState* play) {
CsCmdActorCue* cue2;
s16 newRotTmp;
if (func_80AEAFE0(play, 1, 3)) {
if (EnRu1_CheckCueNotMatchingId(play, 1, 3)) {
frameCount = Animation_GetLastFrame(&gRutoChildWalkToAndHoldUpSapphireAnim);
// this weird part with the redundant variable is necessary to match for some reason
cue2 = play->csCtx.actorCues[3];
@ -2078,7 +2087,7 @@ void func_80AEF728(EnRu1* this, UNK_TYPE arg1) {
}
void func_80AEF79C(EnRu1* this, PlayState* play) {
if (func_80AEAFE0(play, 2, 3)) {
if (EnRu1_CheckCueNotMatchingId(play, 2, 3)) {
Animation_Change(&this->skelAnime, &gRutoChildBringHandsDownAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildBringHandsDownAnim), ANIMMODE_ONCE, -8.0f);
this->action = ENRU1_ACTION_39;

View file

@ -27,7 +27,7 @@ typedef struct EnRu1 {
/* 0x0264 */ s32 action;
/* 0x0268 */ s32 drawConfig;
/* 0x026C */ f32 unk_26C;
/* 0x0270 */ f32 unk_270;
/* 0x0270 */ f32 treadTimer;
/* 0x0274 */ char unk_274[0x4];
/* 0x0278 */ DoorWarp1* blueWarp;
/* 0x027C */ f32 unk_27C;
@ -55,19 +55,19 @@ typedef struct EnRu1 {
/* 0x0358 */ f32 bobDepth;
/* 0x035C */ s16 bobPhase;
/* 0x0360 */ f32 isSinking;
/* 0x0364 */ Vec3f unk_364;
/* 0x0364 */ Vec3f treadStartPos;
/* 0x0370 */ f32 carryIdleTimer;
/* 0x0374 */ NpcInteractInfo interactInfo;
} EnRu1; // size = 0x039C
typedef enum EnRu1Action {
/* 0 */ ENRU1_ACTION_00,
/* 1 */ ENRU1_ACTION_01,
/* 2 */ ENRU1_ACTION_02,
/* 3 */ ENRU1_ACTION_03,
/* 4 */ ENRU1_ACTION_04,
/* 5 */ ENRU1_ACTION_05,
/* 6 */ ENRU1_ACTION_06,
/* 0 */ ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK,
/* 1 */ ENRU1_ACTION_FOUNTAIN_DIVING,
/* 2 */ ENRU1_ACTION_FOUNTAIN_RESURFACING,
/* 3 */ ENRU1_ACTION_FOUNTAIN_TREADING_WATER,
/* 4 */ ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK,
/* 5 */ ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK,
/* 6 */ ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK,
/* 7 */ ENRU1_ACTION_07,
/* 8 */ ENRU1_ACTION_08,
/* 9 */ ENRU1_ACTION_09,