diff --git a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c index c3fb11be1a..18ae3f1e84 100644 --- a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c +++ b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c @@ -16,6 +16,17 @@ #define FLAGS 0 +typedef enum EnMThunderSwordType { + /* 0 */ M_THUNDER_SWORD_MASTER, + /* 1 */ M_THUNDER_SWORD_KOKIRI, + /* 2 */ M_THUNDER_SWORD_GIANT +} EnMThunderSwordType; + +typedef enum EnMThunderAttackStrength { + /* 0 */ M_THUNDER_ATTACK_STRONG, + /* 1 */ M_THUNDER_ATTACK_WEAK +} EnMThunderAttackStrength; + void EnMThunder_Init(Actor* thisx, PlayState* play2); void EnMThunder_Destroy(Actor* thisx, PlayState* play); void EnMThunder_Update(Actor* thisx, PlayState* play); @@ -72,14 +83,14 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AA0420); - this->unk_1C7 = PARAMS_GET_S(this->actor.params, 0, 8) - 1; + this->swordType = PARAMS_GET_S(this->actor.params, 0, 8) - 1; Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 255, 255, 255, 0); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); this->collider.dim.radius = 0; this->collider.dim.height = 40; this->collider.dim.yShift = -20; - this->unk_1C4 = 8; + this->followPlayerTimer = 8; this->unk_1B4 = 0.0f; this->actor.world.pos = player->bodyPartsPos[PLAYER_BODYPART_WAIST]; this->unk_1AC = 0.0f; @@ -101,11 +112,11 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) { player->stateFlags2 &= ~PLAYER_STATE2_17; this->unk_1CA = 1; - this->collider.elem.atDmgInfo.dmgFlags = D_80AA044C[this->unk_1C7]; - this->unk_1C6 = 1; - this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4); + this->collider.elem.atDmgInfo.dmgFlags = D_80AA044C[this->swordType]; + this->attackStrength = M_THUNDER_ATTACK_WEAK; + this->targetScale = ((this->swordType == M_THUNDER_SWORD_KOKIRI) ? 2 : 4); func_80A9EFE0(this, func_80A9F9B4); - this->unk_1C4 = 8; + this->followPlayerTimer = 8; SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_ROLLING_CUT_LV1); this->unk_1AC = 1.0f; } else { @@ -163,7 +174,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { !(Magic_RequestChange(play, PARAMS_GET_S(this->actor.params, 8, 8), MAGIC_CONSUME_WAIT_PREVIEW)))) { func_80A9F350(this, play); func_80A9EFE0(this, func_80A9F350); - this->unk_1C8 = 0; + this->chargeAlpha = 0; this->unk_1BC = 0.0; this->unk_1AC = 0.0f; return; @@ -195,17 +206,17 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP; } if (player->unk_858 < 0.85f) { - this->collider.elem.atDmgInfo.dmgFlags = D_80AA044C[this->unk_1C7]; - this->unk_1C6 = 1; - this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4); + this->collider.elem.atDmgInfo.dmgFlags = D_80AA044C[this->swordType]; + this->attackStrength = M_THUNDER_ATTACK_WEAK; + this->targetScale = ((this->swordType == M_THUNDER_SWORD_KOKIRI) ? 2 : 4); } else { - this->collider.elem.atDmgInfo.dmgFlags = D_80AA0458[this->unk_1C7]; - this->unk_1C6 = 0; - this->unk_1C9 = ((this->unk_1C7 == 1) ? 4 : 8); + this->collider.elem.atDmgInfo.dmgFlags = D_80AA0458[this->swordType]; + this->attackStrength = M_THUNDER_ATTACK_STRONG; + this->targetScale = ((this->swordType == M_THUNDER_SWORD_KOKIRI) ? 4 : 8); } func_80A9EFE0(this, func_80A9F9B4); - this->unk_1C4 = 8; + this->followPlayerTimer = 8; { static u16 sSfxIds[] = { @@ -215,7 +226,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { NA_SE_IT_ROLLING_CUT_LV1, }; - SFX_PLAY_AT_POS(&player->actor.projectedPos, sSfxIds[this->unk_1C6]); + SFX_PLAY_AT_POS(&player->actor.projectedPos, sSfxIds[this->attackStrength]); } this->unk_1AC = 1.0f; @@ -232,19 +243,19 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { } if (player->unk_858 > 0.15f) { - this->unk_1C8 = 255; + this->chargeAlpha = 255; if (this->actor.child == NULL) { Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EFF_DUST, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, - this->unk_1C7 + 2); + this->swordType + 2); } this->unk_1BC += ((((player->unk_858 - 0.15f) * 1.5f) - this->unk_1BC) * 0.5f); } else if (player->unk_858 > .1f) { - this->unk_1C8 = (s32)((player->unk_858 - .1f) * 255.0f * 20.0f); + this->chargeAlpha = (s32)((player->unk_858 - .1f) * 255.0f * 20.0f); this->unk_1AC = (player->unk_858 - .1f) * 10.0f; } else { - this->unk_1C8 = 0; + this->chargeAlpha = 0; } if (player->unk_858 > 0.85f) { @@ -261,11 +272,11 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { } void func_80A9F938(EnMThunder* this, PlayState* play) { - if (this->unk_1C4 < 2) { - if (this->unk_1C8 < 40) { - this->unk_1C8 = 0; + if (this->followPlayerTimer < 2) { + if (this->chargeAlpha < 40) { + this->chargeAlpha = 0; } else { - this->unk_1C8 -= 40; + this->chargeAlpha -= 40; } } @@ -284,17 +295,17 @@ void func_80A9F9B4(EnMThunder* this, PlayState* play) { if (Math_StepToF(&this->unk_1AC, 0.0f, 1 / 16.0f)) { Actor_Kill(&this->actor); } else { - Math_SmoothStepToF(&this->actor.scale.x, (s32)this->unk_1C9, 0.6f, 0.8f, 0.0f); + Math_SmoothStepToF(&this->actor.scale.x, (s32)this->targetScale, 0.6f, 0.8f, 0.0f); Actor_SetScale(&this->actor, this->actor.scale.x); this->collider.dim.radius = (this->actor.scale.x * 25.0f); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } - if (this->unk_1C4 > 0) { + if (this->followPlayerTimer > 0) { this->actor.world.pos.x = player->bodyPartsPos[PLAYER_BODYPART_WAIST].x; this->actor.world.pos.z = player->bodyPartsPos[PLAYER_BODYPART_WAIST].z; - this->unk_1C4--; + this->followPlayerTimer--; } if (this->unk_1AC > 0.6f) { @@ -337,9 +348,9 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY); MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_m_thunder.c", 853); - switch (this->unk_1C6) { - case 0: - case 1: + switch (this->attackStrength) { + case M_THUNDER_ATTACK_STRONG: + case M_THUNDER_ATTACK_WEAK: gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0, 0x40, 0x20, 1, @@ -347,13 +358,13 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { break; } - switch (this->unk_1C6) { - case 0: + switch (this->attackStrength) { + case M_THUNDER_ATTACK_STRONG: gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, (u8)(this->unk_1B0 * 255)); gSPDisplayList(POLY_XLU_DISP++, gSpinAttack3DL); gSPDisplayList(POLY_XLU_DISP++, gSpinAttack4DL); break; - case 1: + case M_THUNDER_ATTACK_WEAK: gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, (u8)(this->unk_1B0 * 255)); gSPDisplayList(POLY_XLU_DISP++, gSpinAttack1DL); gSPDisplayList(POLY_XLU_DISP++, gSpinAttack2DL); @@ -362,18 +373,18 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { Matrix_Mult(&player->mf_9E0, MTXMODE_NEW); - switch (this->unk_1C7) { - case 1: + switch (this->swordType) { + case M_THUNDER_SWORD_KOKIRI: Matrix_Translate(0.0f, 220.0f, 0.0f, MTXMODE_APPLY); Matrix_Scale(-0.7f, -0.6f, -0.4f, MTXMODE_APPLY); Matrix_RotateX(16384.0f, MTXMODE_APPLY); break; - case 0: + case M_THUNDER_SWORD_MASTER: Matrix_Translate(0.0f, 300.0f, -100.0f, MTXMODE_APPLY); Matrix_Scale(-1.2f, -1.0f, -0.7f, MTXMODE_APPLY); Matrix_RotateX(16384.0f, MTXMODE_APPLY); break; - case 2: + case M_THUNDER_SWORD_GIANT: Matrix_Translate(200.0f, 350.0f, 0.0f, MTXMODE_APPLY); Matrix_Scale(-1.8f, -1.4f, -0.7f, MTXMODE_APPLY); Matrix_RotateX(16384.0f, MTXMODE_APPLY); @@ -382,12 +393,12 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { if (this->unk_1B8 >= 0.85f) { phi_f14 = (D_80AA046C[(play->gameplayFrames & 7)] * 6.0f) + 1.0f; - gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, this->unk_1C8); + gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, this->chargeAlpha); gDPSetEnvColor(POLY_XLU_DISP++, 255, 100, 0, 128); phi_t1 = 0x28; } else { phi_f14 = (D_80AA046C[play->gameplayFrames & 7] * 2.0f) + 1.0f; - gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, this->unk_1C8); + gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, this->chargeAlpha); gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 128); phi_t1 = 0x14; } diff --git a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.h b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.h index 7332cdcf21..dd1e2ce8bc 100644 --- a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.h +++ b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.h @@ -20,11 +20,11 @@ typedef struct EnMThunder { /* 0x01B0 */ f32 unk_1B8; /* 0x01BC */ f32 unk_1BC; /* 0x01C0 */ EnMThunderActionFunc actionFunc; - /* 0x01C4 */ u16 unk_1C4; - /* 0x01C6 */ u8 unk_1C6; - /* 0x01C7 */ u8 unk_1C7; - /* 0x01C8 */ u8 unk_1C8; - /* 0x01C9 */ u8 unk_1C9; + /* 0x01C4 */ u16 followPlayerTimer; + /* 0x01C6 */ u8 attackStrength; // see `EnMThunderAttackStrength` + /* 0x01C7 */ u8 swordType; // see `EnMThunderSwordType` + /* 0x01C8 */ u8 chargeAlpha; + /* 0x01C9 */ u8 targetScale; /* 0x01CA */ u8 unk_1CA; } EnMThunder; // size = 0x01CC