/* * File: z_en_horse_ganon.c * Overlay: ovl_En_Horse_Ganon * Description: Ganondorf's Horse */ #include "z_en_horse_ganon.h" #include "objects/object_horse_ganon/object_horse_ganon.h" #define FLAGS ACTOR_FLAG_4 typedef struct { /* 0x0 */ Vec3s unk_0; /* 0x6 */ u8 unk_6; } unk_D_80A69248; // size = 0x8 void EnHorseGanon_Init(Actor* thisx, GlobalContext* globalCtx); void EnHorseGanon_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnHorseGanon_Update(Actor* thisx, GlobalContext* globalCtx); void EnHorseGanon_Draw(Actor* thisx, GlobalContext* globalCtx); void func_80A68AC4(EnHorseGanon* this); void func_80A68AF0(EnHorseGanon* this, GlobalContext* globalCtx); void func_80A68DB0(EnHorseGanon* this, GlobalContext* globalCtx); const ActorInit En_Horse_Ganon_InitVars = { ACTOR_EN_HORSE_GANON, ACTORCAT_BG, FLAGS, OBJECT_HORSE_GANON, sizeof(EnHorseGanon), (ActorFunc)EnHorseGanon_Init, (ActorFunc)EnHorseGanon_Destroy, (ActorFunc)EnHorseGanon_Update, (ActorFunc)EnHorseGanon_Draw, NULL, }; static AnimationHeader* sAnimations[] = { &gHorseGanonIdleAnim, &gHorseGanonWhinnyAnim, &gHorseGanonWalkingAnim, &gHorseGanonTrottingAnim, &gHorseGanonGallopingAnim, &gHorseGanonRearingAnim, }; static f32 splaySpeeds[] = { 2.0f / 3.0f, 2.0f / 3.0f, 1.0f, 1.0f, 1.0f, 2.0f / 3.0f }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_NONE, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1 | OC2_UNK1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, TOUCH_NONE, BUMP_NONE, OCELEM_ON, }, { 40, 100, 0, { 0, 0, 0 } }, }; static ColliderJntSphElementInit sJntSphElementsInit[] = { { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, TOUCH_NONE, BUMP_NONE, OCELEM_ON, }, { 13, { { 0, 0, 0 }, 20 }, 100 }, }, }; static ColliderJntSphInit sJntSphInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1 | OC2_UNK1, COLSHAPE_JNTSPH, }, 1, sJntSphElementsInit, }; static CollisionCheckInfoInit sColChkInfoInit = { 10, 35, 100, MASS_HEAVY }; static unk_D_80A69248 D_80A69248[] = { { 0x09B8, 0x0126, 0x0E2C, 0x07 }, { 0x0C11, 0x017A, 0x1269, 0x07 }, { 0x064E, 0xFEFB, 0x1DAC, 0x07 }, { 0x02F2, 0xFF45, 0x244F, 0x07 }, { 0xF96E, 0xFE0C, 0x3122, 0x07 }, { 0xF328, 0xFE0C, 0x32D5, 0x07 }, { 0xEBEA, 0xFE5F, 0x2D6E, 0x07 }, { 0xE95E, 0xFE27, 0x2565, 0x07 }, { 0xE593, 0xFE0C, 0x20AC, 0x07 }, { 0xE625, 0xFE77, 0x1B07, 0x07 }, { 0xEBB7, 0x007C, 0x1539, 0x07 }, { 0xF466, 0x0002, 0x11B9, 0x07 }, { 0xF47B, 0xFFDD, 0x11AF, 0x07 }, { 0xF88D, 0xFFD1, 0x0BA2, 0x07 }, }; static s32 D_80A692B8[] = { 0, 16 }; static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1200, ICHAIN_STOP), }; static EnHorseGanonActionFunc sActionFuncs[] = { func_80A68AF0, func_80A68DB0 }; void func_80A68660(unk_D_80A69248* data, s32 index, Vec3f* vec) { vec->x = data[index].unk_0.x; vec->y = data[index].unk_0.y; vec->z = data[index].unk_0.z; } void func_80A686A8(EnHorseGanon* this, GlobalContext* globalCtx) { Vec3f* tempPos; Vec3f vec; s16 y; func_80A68660(D_80A69248, this->unk_1EC, &vec); if (Math3D_Vec3f_DistXYZ(&vec, &this->actor.world.pos) <= 400.0f) { this->unk_1EC += 1; if (this->unk_1EC >= 14) { this->unk_1EC = 0; func_80A68660(D_80A69248, 0, &vec); } } tempPos = &this->actor.world.pos; y = Math_Vec3f_Yaw(tempPos, &vec) - this->actor.world.rot.y; if (y >= 301) { this->actor.world.rot.y += 300; } else if (y < -300) { this->actor.world.rot.y -= 300; } else { this->actor.world.rot.y += y; } this->actor.shape.rot.y = this->actor.world.rot.y; if (Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(globalCtx)->actor) <= 300.0f) { if (this->actor.speedXZ < 12.0f) { this->actor.speedXZ += 1.0f; } else { this->actor.speedXZ -= 1.0f; } } else if (this->actor.speedXZ < D_80A69248[this->unk_1EC].unk_6) { this->actor.speedXZ += 0.5f; } else { this->actor.speedXZ -= 0.5f; } } void func_80A68870(EnHorseGanon* this) { if ((this->skin.skelAnime.curFrame > D_80A692B8[this->soundCount]) && (this->soundCount != 0 || !(this->skin.skelAnime.curFrame > D_80A692B8[1]))) { Audio_PlaySoundGeneral(NA_SE_EV_HORSE_WALK, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); this->soundCount++; if (this->soundCount >= 2) { this->soundCount = 0; } } } void EnHorseGanon_Init(Actor* thisx, GlobalContext* globalCtx) { EnHorseGanon* this = (EnHorseGanon*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); Actor_SetScale(&this->actor, 0.0115f); this->actor.gravity = -3.5f; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawHorse, 20.0f); this->actor.speedXZ = 0.0f; this->actor.focus.pos = this->actor.world.pos; this->action = 0; this->actor.focus.pos.y += 70.0f; Skin_Init(globalCtx, &this->skin, &gHorseGanonSkel, &gHorseGanonIdleAnim); this->currentAnimation = 0; Animation_PlayOnce(&this->skin.skelAnime, sAnimations[0]); Collider_InitCylinder(globalCtx, &this->colliderBody); Collider_SetCylinder(globalCtx, &this->colliderBody, &this->actor, &sCylinderInit); Collider_InitJntSph(globalCtx, &this->colliderHead); Collider_SetJntSph(globalCtx, &this->colliderHead, &this->actor, &sJntSphInit, this->headElements); CollisionCheck_SetInfo(&this->actor.colChkInfo, 0, &sColChkInfoInit); func_80A68AC4(this); } void EnHorseGanon_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnHorseGanon* this = (EnHorseGanon*)thisx; Skin_Free(globalCtx, &this->skin); Collider_DestroyCylinder(globalCtx, &this->colliderBody); Collider_DestroyJntSph(globalCtx, &this->colliderHead); } void func_80A68AC4(EnHorseGanon* this) { this->action = 0; Animation_PlayLoop(&this->skin.skelAnime, sAnimations[4]); } void func_80A68AF0(EnHorseGanon* this, GlobalContext* globalCtx) { this->actor.speedXZ = 0.0f; SkelAnime_Update(&this->skin.skelAnime); } void func_80A68B20(EnHorseGanon* this) { s32 animationChanged; f32 sp30; animationChanged = 0; this->action = 1; if (this->actor.speedXZ <= 3.0f) { if (this->currentAnimation != 2) { animationChanged = 1; } this->currentAnimation = 2; } else if (this->actor.speedXZ <= 6.0f) { if (this->currentAnimation != 3) { animationChanged = 1; } this->currentAnimation = 3; } else { if (this->currentAnimation != 4) { animationChanged = 1; } this->currentAnimation = 4; } if (this->currentAnimation == 2) { sp30 = this->actor.speedXZ / 3.0f; } else if (this->currentAnimation == 3) { sp30 = this->actor.speedXZ / 5.0f; Audio_PlaySoundGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); } else if (this->currentAnimation == 4) { sp30 = this->actor.speedXZ / 7.0f; Audio_PlaySoundGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); } else { sp30 = 1.0f; } if (animationChanged == 1) { Animation_Change(&this->skin.skelAnime, sAnimations[this->currentAnimation], splaySpeeds[this->currentAnimation] * sp30 * 1.5f, 0.0f, Animation_GetLastFrame(sAnimations[this->currentAnimation]), ANIMMODE_ONCE, -3.0f); } else { Animation_Change(&this->skin.skelAnime, sAnimations[this->currentAnimation], splaySpeeds[this->currentAnimation] * sp30 * 1.5f, 0.0f, Animation_GetLastFrame(sAnimations[this->currentAnimation]), ANIMMODE_ONCE, 0.0f); } } void func_80A68DB0(EnHorseGanon* this, GlobalContext* globalCtx) { if (this->currentAnimation == 2) { func_80A68870(this); } func_80A686A8(this, globalCtx); if (SkelAnime_Update(&this->skin.skelAnime) != 0) { func_80A68B20(this); } } void func_80A68E14(EnHorseGanon* this, GlobalContext* globalCtx) { s32 pad; CollisionPoly* col; f32 temp_ret; Vec3f v; s32 temp1; v.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x; v.y = this->actor.world.pos.y + 60.0f; v.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z; temp_ret = BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &col, &temp1, &v); this->unk_1F4 = temp_ret; this->actor.shape.rot.x = (0x8000 / M_PI) * Math_FAtan2F(this->actor.world.pos.y - temp_ret, 30.0f); } void EnHorseGanon_Update(Actor* thisx, GlobalContext* globalCtx) { EnHorseGanon* this = (EnHorseGanon*)thisx; s32 pad; sActionFuncs[this->action](this, globalCtx); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f, 29); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 70.0f; Collider_UpdateCylinder(&this->actor, &this->colliderBody); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderBody.base); } void EnHorseGanon_PostDraw(Actor* thisx, GlobalContext* globalCtx, Skin* skin) { Vec3f sp4C; Vec3f sp40; EnHorseGanon* this = (EnHorseGanon*)thisx; s32 index; for (index = 0; index < this->colliderHead.count; index++) { sp4C.x = this->colliderHead.elements[index].dim.modelSphere.center.x; sp4C.y = this->colliderHead.elements[index].dim.modelSphere.center.y; sp4C.z = this->colliderHead.elements[index].dim.modelSphere.center.z; Skin_GetLimbPos(skin, this->colliderHead.elements[index].dim.limb, &sp4C, &sp40); this->colliderHead.elements[index].dim.worldSphere.center.x = sp40.x; this->colliderHead.elements[index].dim.worldSphere.center.y = sp40.y; this->colliderHead.elements[index].dim.worldSphere.center.z = sp40.z; this->colliderHead.elements[index].dim.worldSphere.radius = this->colliderHead.elements[index].dim.modelSphere.radius * this->colliderHead.elements[index].dim.scale; } //! @bug see relevant comment in `EnHorse_SkinCallback1` CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderHead.base); } void EnHorseGanon_Draw(Actor* thisx, GlobalContext* globalCtx) { EnHorseGanon* this = (EnHorseGanon*)thisx; func_80A68E14(this, globalCtx); func_80093D18(globalCtx->state.gfxCtx); func_800A6330(&this->actor, globalCtx, &this->skin, EnHorseGanon_PostDraw, true); }