diff --git a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c index d4a2be3391..7ebc67f560 100644 --- a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c +++ b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c @@ -29,12 +29,12 @@ void BgSpot11Oasis_Init(Actor* thisx, PlayState* play); void BgSpot11Oasis_Update(Actor* thisx, PlayState* play); void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play); -void func_808B2970(BgSpot11Oasis* this); -void func_808B2980(BgSpot11Oasis* this, PlayState* play); -void func_808B29E0(BgSpot11Oasis* this); -void func_808B29F0(BgSpot11Oasis* this, PlayState* play); -void func_808B2AA8(BgSpot11Oasis* this); -void func_808B2AB8(BgSpot11Oasis* this, PlayState* play); +void BgSpot11Oasis_SetupWait(BgSpot11Oasis* this); +void BgSpot11Oasis_Wait(BgSpot11Oasis* this, PlayState* play); +void BgSpot11Oasis_SetupRise(BgSpot11Oasis* this); +void BgSpot11Oasis_Rise(BgSpot11Oasis* this, PlayState* play); +void BgSpot11Oasis_SetupFull(BgSpot11Oasis* this); +void BgSpot11Oasis_Full(BgSpot11Oasis* this, PlayState* play); ActorProfile Bg_Spot11_Oasis_Profile = { /**/ ACTOR_BG_SPOT11_OASIS, @@ -48,7 +48,7 @@ ActorProfile Bg_Spot11_Oasis_Profile = { /**/ NULL, }; -static s16 D_808B2E10[][2] = { +static s16 sOasisPolygon[][2] = { { 1260, 2040 }, { 1259, 1947 }, { 1135, 1860 }, { 1087, 1912 }, { 1173, 2044 }, }; @@ -59,36 +59,36 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32(cullingVolumeDownward, 1000, ICHAIN_STOP), }; -static Vec3f D_808B2E34[] = { +static Vec3f sBubbleSpawnOffsets[] = { { 0.0f, -100.0f, 0.0f }, { 100.0f, -80.0f, -50.0f }, { -50.0f, -80.0f, -100.0f }, { -75.0f, -90.0f, 90.0f }, { 30.0f, -100.0f, 40.0f }, }; -void func_808B27F0(PlayState* play, s16 waterSurface) { +void BgSpot11Oasis_SetWaterLevel(PlayState* play, s16 waterSurface) { WaterBox* waterBox = &play->colCtx.colHeader->waterBoxes[0]; waterBox->ySurface = waterSurface; } -s32 func_808B280C(PlayState* play) { +s32 BgSpot11Oasis_IsPlayerInsideOasis(PlayState* play) { Player* player = GET_PLAYER(play); Vec3f sp58; Vec3f sp4C; Vec3f sp40; s32 i; - sp58.x = D_808B2E10[0][0]; - sp58.z = D_808B2E10[0][1]; + sp58.x = sOasisPolygon[0][0]; + sp58.z = sOasisPolygon[0][1]; sp58.y = 0.0f; sp4C.y = 0.0f; sp40.y = 0.0f; - for (i = 1; i < ARRAY_COUNT(D_808B2E10) - 1; i++) { - sp4C.x = D_808B2E10[i][0]; - sp4C.z = D_808B2E10[i][1]; - sp40.x = D_808B2E10[i + 1][0]; - sp40.z = D_808B2E10[i + 1][1]; + for (i = 1; i < ARRAY_COUNT(sOasisPolygon) - 1; i++) { + sp4C.x = sOasisPolygon[i][0]; + sp4C.z = sOasisPolygon[i][1]; + sp40.x = sOasisPolygon[i + 1][0]; + sp40.z = sOasisPolygon[i + 1][1]; if (Math3D_TriChkPointParaYSlopedY(&sp58, &sp4C, &sp40, player->actor.world.pos.z, player->actor.world.pos.x)) { return 1; } @@ -100,41 +100,41 @@ void BgSpot11Oasis_Init(Actor* thisx, PlayState* play) { BgSpot11Oasis* this = (BgSpot11Oasis*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); - func_808B2970(this); + BgSpot11Oasis_SetupWait(this); this->actor.world.pos.y = -100.0f; - func_808B27F0(play, -100); + BgSpot11Oasis_SetWaterLevel(play, -100); } -void func_808B2970(BgSpot11Oasis* this) { - this->actionFunc = func_808B2980; +void BgSpot11Oasis_SetupWait(BgSpot11Oasis* this) { + this->actionFunc = BgSpot11Oasis_Wait; } -void func_808B2980(BgSpot11Oasis* this, PlayState* play) { - if (CutsceneFlags_Get(play, 5) && func_808B280C(play)) { +void BgSpot11Oasis_Wait(BgSpot11Oasis* this, PlayState* play) { + if (CutsceneFlags_Get(play, 5) && BgSpot11Oasis_IsPlayerInsideOasis(play)) { OnePointCutscene_Init(play, 4150, -99, &this->actor, CAM_ID_MAIN); - func_808B29E0(this); + BgSpot11Oasis_SetupRise(this); } } -void func_808B29E0(BgSpot11Oasis* this) { - this->actionFunc = func_808B29F0; +void BgSpot11Oasis_SetupRise(BgSpot11Oasis* this) { + this->actionFunc = BgSpot11Oasis_Rise; } -void func_808B29F0(BgSpot11Oasis* this, PlayState* play) { +void BgSpot11Oasis_Rise(BgSpot11Oasis* this, PlayState* play) { if (Math_StepToF(&this->actor.world.pos.y, 0.0f, 0.7f)) { - func_808B2AA8(this); + BgSpot11Oasis_SetupFull(this); Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x, this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER); Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); } - func_808B27F0(play, this->actor.world.pos.y); + BgSpot11Oasis_SetWaterLevel(play, this->actor.world.pos.y); } -void func_808B2AA8(BgSpot11Oasis* this) { - this->actionFunc = func_808B2AB8; +void BgSpot11Oasis_SetupFull(BgSpot11Oasis* this) { + this->actionFunc = BgSpot11Oasis_Full; } -void func_808B2AB8(BgSpot11Oasis* this, PlayState* play) { +void BgSpot11Oasis_Full(BgSpot11Oasis* this, PlayState* play) { } void BgSpot11Oasis_Update(Actor* thisx, PlayState* play) { @@ -143,7 +143,7 @@ void BgSpot11Oasis_Update(Actor* thisx, PlayState* play) { u32 gameplayFrames; this->actionFunc(this, play); - if (this->actionFunc == func_808B2980) { + if (this->actionFunc == BgSpot11Oasis_Wait) { this->actor.draw = NULL; return; } @@ -153,10 +153,10 @@ void BgSpot11Oasis_Update(Actor* thisx, PlayState* play) { if (gameplayFrames & 4) { Vec3f sp30; - Math_Vec3f_Sum(&this->actor.world.pos, &D_808B2E34[this->unk_151], &sp30); + Math_Vec3f_Sum(&this->actor.world.pos, &sBubbleSpawnOffsets[this->bubbleSpawnIdx], &sp30); EffectSsBubble_Spawn(play, &sp30, 0.0f, 15.0f, 50.0f, (Rand_ZeroOne() * 0.12f) + 0.02f); if (Rand_ZeroOne() < 0.3f) { - this->unk_151 = Rand_ZeroOne() * 4.9f; + this->bubbleSpawnIdx = Rand_ZeroOne() * 4.9f; } } } else { diff --git a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.h b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.h index c869405f51..2bb7046d92 100644 --- a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.h +++ b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.h @@ -12,7 +12,7 @@ typedef struct BgSpot11Oasis { /* 0x0000 */ Actor actor; /* 0x014C */ BgSpot11OasisActionFunc actionFunc; /* 0x0150 */ u8 unk_150; - /* 0x0151 */ u8 unk_151; + /* 0x0151 */ u8 bubbleSpawnIdx; } BgSpot11Oasis; // size = 0x0154 #endif