Shipwright/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c

276 lines
9.1 KiB
C

/*
* File: z_en_horse_zelda.c
* Overlay: ovl_En_Horse_Zelda
* Description: Zelda's Horse
*/
#include "z_en_horse_zelda.h"
#include "objects/object_horse_zelda/object_horse_zelda.h"
#define FLAGS ACTOR_FLAG_4
void EnHorseZelda_Init(Actor* thisx, GlobalContext* globalCtx);
void EnHorseZelda_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnHorseZelda_Update(Actor* thisx, GlobalContext* globalCtx);
void EnHorseZelda_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80A6DCCC(EnHorseZelda* this, GlobalContext* globalCtx);
void func_80A6DDFC(EnHorseZelda* this, GlobalContext* globalCtx);
void func_80A6DC7C(EnHorseZelda* this);
const ActorInit En_Horse_Zelda_InitVars = {
ACTOR_EN_HORSE_ZELDA,
ACTORCAT_BG,
FLAGS,
OBJECT_HORSE_ZELDA,
sizeof(EnHorseZelda),
(ActorFunc)EnHorseZelda_Init,
(ActorFunc)EnHorseZelda_Destroy,
(ActorFunc)EnHorseZelda_Update,
(ActorFunc)EnHorseZelda_Draw,
NULL,
};
static AnimationHeader* sAnimationHeaders[] = { &gHorseZeldaGallopingAnim };
static f32 splaySpeeds[] = { 2.0f / 3.0f };
static ColliderCylinderInitType1 sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
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[1] = {
{
{
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 };
typedef struct {
/* 0x0 */ Vec3s unk_0;
/* 0x6 */ u8 unk_6;
} unknownStruct; // size = 0x8
static unknownStruct D_80A6E240[] = {
{ -1682, -500, 12578, 0x07 }, { -3288, -500, 13013, 0x07 }, { -5142, -417, 11630, 0x07 },
{ -5794, -473, 9573, 0x07 }, { -6765, -500, 8364, 0x07 }, { -6619, -393, 6919, 0x07 },
{ -5193, 124, 5433, 0x07 }, { -2970, 2, 4537, 0x07 }, { -2949, -35, 4527, 0x07 },
{ -1907, -47, 2978, 0x07 }, { 2488, 294, 3628, 0x07 }, { 3089, 378, 4713, 0x07 },
{ 1614, -261, 7596, 0x07 }, { 754, -187, 9295, 0x07 },
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1200, ICHAIN_STOP),
};
static EnHorseZeldaActionFunc sActionFuncs[] = {
func_80A6DCCC,
func_80A6DDFC,
};
void func_80A6D8D0(unknownStruct* 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_80A6D918(EnHorseZelda* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f sp28;
s16 yawDiff;
func_80A6D8D0(D_80A6E240, this->unk_1EC, &sp28);
if (Math3D_Vec3f_DistXYZ(&sp28, &this->actor.world.pos) <= 400.0f) {
this->unk_1EC++;
if (this->unk_1EC >= 14) {
this->unk_1EC = 0;
func_80A6D8D0(D_80A6E240, 0, &sp28);
}
}
yawDiff = Math_Vec3f_Yaw(&this->actor.world.pos, &sp28) - this->actor.world.rot.y;
if (yawDiff >= 0x12D) {
this->actor.world.rot.y += 0x12C;
} else if (yawDiff < -0x12C) {
this->actor.world.rot.y -= 0x12C;
} else {
this->actor.world.rot.y += yawDiff;
}
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_80A6E240[this->unk_1EC].unk_6) {
this->actor.speedXZ += 0.5f;
} else {
this->actor.speedXZ -= 0.5f;
}
}
void EnHorseZelda_Init(Actor* thisx, GlobalContext* globalCtx) {
EnHorseZelda* this = (EnHorseZelda*)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, &gHorseZeldaSkel, &gHorseZeldaGallopingAnim);
this->animationIndex = 0;
Animation_PlayOnce(&this->skin.skelAnime, sAnimationHeaders[0]);
Collider_InitCylinder(globalCtx, &this->colliderCylinder);
Collider_SetCylinderType1(globalCtx, &this->colliderCylinder, &this->actor, &sCylinderInit);
Collider_InitJntSph(globalCtx, &this->colliderSphere);
Collider_SetJntSph(globalCtx, &this->colliderSphere, &this->actor, &sJntSphInit, &this->colliderSphereItem);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
this->animationIndex = 0;
func_80A6DC7C(this);
}
void EnHorseZelda_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnHorseZelda* this = (EnHorseZelda*)thisx;
Collider_DestroyCylinder(globalCtx, &this->colliderCylinder);
Collider_DestroyJntSph(globalCtx, &this->colliderSphere);
Skin_Free(globalCtx, &this->skin);
}
void func_80A6DC7C(EnHorseZelda* this) {
this->action = 0;
this->animationIndex++;
if (this->animationIndex > 0) {
this->animationIndex = 0;
}
Animation_PlayOnce(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex]);
}
void func_80A6DCCC(EnHorseZelda* this, GlobalContext* globalCtx) {
this->actor.speedXZ = 0.0f;
if (SkelAnime_Update(&this->skin.skelAnime)) {
func_80A6DC7C(this);
}
}
void func_80A6DD14(EnHorseZelda* this) {
f32 sp34;
this->action = 1;
this->animationIndex = 0;
sp34 = this->actor.speedXZ / 6.0f;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex],
splaySpeeds[this->animationIndex] * sp34 * 1.5f, 0.0f,
Animation_GetLastFrame(sAnimationHeaders[this->animationIndex]), ANIMMODE_ONCE, 0.0f);
}
void func_80A6DDFC(EnHorseZelda* this, GlobalContext* globalCtx) {
func_80A6D918(this, globalCtx);
if (SkelAnime_Update(&this->skin.skelAnime)) {
func_80A6DD14(this);
}
}
void func_80A6DE38(EnHorseZelda* this, GlobalContext* globalCtx) {
s32 pad;
CollisionPoly* poly;
s32 pad2;
Vec3f pos;
s32 bgId;
pos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 60.0f;
pos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
this->unk_1F4 = BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &poly, &bgId, &pos);
this->actor.shape.rot.x = Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f) * (0x8000 / M_PI);
}
void EnHorseZelda_Update(Actor* thisx, GlobalContext* globalCtx) {
EnHorseZelda* this = (EnHorseZelda*)thisx;
s32 pad;
sActionFuncs[this->action](this, globalCtx);
this->actor.speedXZ = 0.0f;
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f, 0x1D);
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 70.0f;
Collider_UpdateCylinder(&this->actor, &this->colliderCylinder);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderCylinder.base);
}
void EnHorseZelda_PostDraw(Actor* thisx, GlobalContext* globalCtx, Skin* skin) {
Vec3f sp4C;
Vec3f sp40;
EnHorseZelda* this = (EnHorseZelda*)thisx;
s32 i;
for (i = 0; i < this->colliderSphere.count; i++) {
sp4C.x = this->colliderSphere.elements[i].dim.modelSphere.center.x;
sp4C.y = this->colliderSphere.elements[i].dim.modelSphere.center.y;
sp4C.z = this->colliderSphere.elements[i].dim.modelSphere.center.z;
Skin_GetLimbPos(skin, this->colliderSphere.elements[i].dim.limb, &sp4C, &sp40);
this->colliderSphere.elements[i].dim.worldSphere.center.x = sp40.x;
this->colliderSphere.elements[i].dim.worldSphere.center.y = sp40.y;
this->colliderSphere.elements[i].dim.worldSphere.center.z = sp40.z;
this->colliderSphere.elements[i].dim.worldSphere.radius =
this->colliderSphere.elements[i].dim.modelSphere.radius * this->colliderSphere.elements[i].dim.scale;
}
//! @bug see relevant comment in `EnHorse_SkinCallback1`
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderSphere.base);
}
void EnHorseZelda_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnHorseZelda* this = (EnHorseZelda*)thisx;
func_80A6DE38(this, globalCtx);
func_80093D18(globalCtx->state.gfxCtx);
func_800A6330(&this->actor, globalCtx, &this->skin, EnHorseZelda_PostDraw, true);
}