Shipwright/soh/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c

332 lines
11 KiB
C

/*
* 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);
}