Shipwright/soh/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

717 lines
28 KiB
C

/*
* File: z_en_horse_normal.c
* Overlay: ovl_En_Horse_Normal
* Description: Non-rideable horses (Lon Lon Ranch and Stable)
*/
#include "z_en_horse_normal.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_horse_normal/object_horse_normal.h"
#define FLAGS 0
typedef struct {
Vec3s pos;
u8 unk_06; // this may be a s16 if the always-0 following byte is actually not padding
} EnHorseNormalUnkStruct1;
typedef struct {
s32 len;
EnHorseNormalUnkStruct1* items;
} EnHorseNormalUnkStruct2;
typedef enum {
/* 0x00 */ HORSE_CYCLE_ANIMATIONS,
/* 0x01 */ HORSE_WANDER,
/* 0x02 */ HORSE_WAIT,
/* 0x03 */ HORSE_WAIT_CLONE,
/* 0x04 */ HORSE_FOLLOW_PATH
} EnHorseNormalAction;
void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx);
void EnHorseNormal_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnHorseNormal_Update(Actor* thisx, GlobalContext* globalCtx);
void EnHorseNormal_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80A6B91C(EnHorseNormal* this, GlobalContext* globalCtx);
void func_80A6BC48(EnHorseNormal* this);
void func_80A6BCEC(EnHorseNormal* this);
void func_80A6C4CC(EnHorseNormal* this);
void func_80A6C6B0(EnHorseNormal* this);
const ActorInit En_Horse_Normal_InitVars = {
ACTOR_EN_HORSE_NORMAL,
ACTORCAT_BG,
FLAGS,
OBJECT_HORSE_NORMAL,
sizeof(EnHorseNormal),
(ActorFunc)EnHorseNormal_Init,
(ActorFunc)EnHorseNormal_Destroy,
(ActorFunc)EnHorseNormal_Update,
(ActorFunc)EnHorseNormal_Draw,
NULL,
};
static AnimationHeader* sAnimations[] = {
&gHorseNormalIdleAnim, &gHorseNormalWhinnyAnim, &gHorseNormalRefuseAnim,
&gHorseNormalRearingAnim, &gHorseNormalWalkingAnim, &gHorseNormalTrottingAnim,
&gHorseNormalGallopingAnim, &gHorseNormalJumpingAnim, &gHorseNormalJumpingHighAnim,
};
static ColliderCylinderInit sCylinderInit1 = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 40, 100, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sCylinderInit2 = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 60, 100, 0, { 0, 0, 0 } },
};
static ColliderJntSphElementInit sJntSphElementsInit[] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 11, { { 0, 0, 0 }, 20 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
ARRAY_COUNT(sJntSphElementsInit),
sJntSphElementsInit,
};
static CollisionCheckInfoInit sColChkInfoInit = { 10, 35, 100, MASS_HEAVY };
// Unused
static EnHorseNormalUnkStruct1 D_80A6D428[] = {
{ { 1058, 1, 384 }, 7 }, { { 1653, 39, -381 }, 6 }, { { 1606, 1, -1048 }, 6 }, { { 1053, 1, -1620 }, 6 },
{ { -1012, 1, -1633 }, 7 }, { { -1655, 1, -918 }, 6 }, { { -1586, 1, -134 }, 6 }, { { -961, 1, 403 }, 7 },
};
// Unused
static EnHorseNormalUnkStruct2 D_80A6D468 = { ARRAY_COUNT(D_80A6D428), D_80A6D428 };
// Unused
static EnHorseNormalUnkStruct1 D_80A6D470[] = {
{ { 88, 0, 2078 }, 10 }, { { 2482, 376, 4631 }, 7 }, { { 2228, -28, 6605 }, 12 },
{ { 654, -100, 8864 }, 7 }, { { -297, -500, 10667 }, 12 }, { { -5303, -420, 10640 }, 10 },
{ { -6686, -500, 7760 }, 10 }, { { -5260, 100, 5411 }, 7 }, { { -3573, -269, 3893 }, 10 },
};
// Unused
static EnHorseNormalUnkStruct2 D_80A6D4B8 = { ARRAY_COUNT(D_80A6D470), D_80A6D470 };
void func_80A6B250(EnHorseNormal* this) {
static s32 D_80A6D4C0[] = { 0, 16 };
if (D_80A6D4C0[this->unk_200] < this->skin.skelAnime.curFrame &&
((this->unk_200 != 0) || !(D_80A6D4C0[1] < this->skin.skelAnime.curFrame))) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_WALK, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
this->unk_200++;
if (this->unk_200 >= ARRAY_COUNT(D_80A6D4C0)) {
this->unk_200 = 0;
}
}
}
f32 func_80A6B30C(EnHorseNormal* this) {
static f32 D_80A6D4C8[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.5f, 1.5f, 1.5f, 1.5f, 1.0f };
f32 result;
if (this->animationIdx == 4) {
result = D_80A6D4C8[this->animationIdx] * this->actor.speedXZ * (1 / 2.0f);
} else if (this->animationIdx == 5) {
result = D_80A6D4C8[this->animationIdx] * this->actor.speedXZ * (1 / 3.0f);
} else if (this->animationIdx == 6) {
result = D_80A6D4C8[this->animationIdx] * this->actor.speedXZ * (1 / 5.0f);
} else {
result = D_80A6D4C8[this->animationIdx];
}
return result;
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_STOP),
};
void EnHorseNormal_Init(Actor* thisx, GlobalContext* globalCtx) {
EnHorseNormal* this = (EnHorseNormal*)thisx;
s32 pad;
Actor_ProcessInitChain(&this->actor, sInitChain);
Actor_SetScale(&this->actor, 0.01f);
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->actor.focus.pos.y += 70.0f;
this->action = HORSE_CYCLE_ANIMATIONS;
this->animationIdx = 0;
Collider_InitCylinder(globalCtx, &this->bodyCollider);
Collider_SetCylinder(globalCtx, &this->bodyCollider, &this->actor, &sCylinderInit1);
Collider_InitJntSph(globalCtx, &this->headCollider);
Collider_SetJntSph(globalCtx, &this->headCollider, &this->actor, &sJntSphInit, this->headElements);
Collider_InitCylinder(globalCtx, &this->cloneCollider);
Collider_SetCylinder(globalCtx, &this->cloneCollider, &this->actor, &sCylinderInit2);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
if (globalCtx->sceneNum == SCENE_SPOT20) {
if (this->actor.world.rot.z == 0 || !IS_DAY) {
Actor_Kill(&this->actor);
return;
}
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x14)) {
if (this->actor.world.rot.z != 3) {
Actor_Kill(&this->actor);
return;
}
} else if (this->actor.world.rot.z != 1) {
Actor_Kill(&this->actor);
return;
}
} else if (Flags_GetEventChkInf(0x18) || (DREG(1) != 0)) {
if (this->actor.world.rot.z != 7) {
Actor_Kill(&this->actor);
return;
}
} else if (this->actor.world.rot.z != 5) {
Actor_Kill(&this->actor);
return;
}
this->actor.home.rot.z = this->actor.world.rot.z = this->actor.shape.rot.z = 0;
Skin_Init(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
if ((this->actor.world.pos.x == -730.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -1100.0f) ||
(this->actor.world.pos.x == 880.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -1170.0f)) {
func_80A6C6B0(this);
return;
}
} else if (globalCtx->sceneNum == SCENE_MALON_STABLE) {
if (IS_DAY) {
Actor_Kill(&this->actor);
return;
} else {
Skin_Init(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
func_80A6C6B0(this);
return;
}
} else if (globalCtx->sceneNum == SCENE_SPOT12) {
if (this->actor.world.pos.x == 3707.0f && this->actor.world.pos.y == 1413.0f &&
this->actor.world.pos.z == -665.0f) {
Skin_Init(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
func_80A6C4CC(this);
return;
}
Skin_Init(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
} else {
Skin_Init(globalCtx, &this->skin, &gHorseNormalSkel, &gHorseNormalIdleAnim);
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
}
if ((this->actor.params & 0xF0) == 0x10 && (this->actor.params & 0xF) != 0xF) {
func_80A6B91C(this, globalCtx);
} else {
func_80A6BC48(this);
}
}
void EnHorseNormal_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnHorseNormal* this = (EnHorseNormal*)thisx;
Skin_Free(globalCtx, &this->skin);
Collider_DestroyCylinder(globalCtx, &this->bodyCollider);
Collider_DestroyCylinder(globalCtx, &this->cloneCollider);
Collider_DestroyJntSph(globalCtx, &this->headCollider);
}
void func_80A6B91C(EnHorseNormal* this, GlobalContext* globalCtx) {
this->actor.flags |= ACTOR_FLAG_4;
this->action = HORSE_FOLLOW_PATH;
this->animationIdx = 6;
this->waypoint = 0;
this->actor.speedXZ = 7.0f;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
void EnHorseNormal_FollowPath(EnHorseNormal* this, GlobalContext* globalCtx) {
Path* path = &globalCtx->setupPathList[this->actor.params & 0xF];
Vec3s* pointPos = SEGMENTED_TO_VIRTUAL(path->points);
f32 dx;
f32 dz;
s32 pad;
pointPos += this->waypoint;
dx = pointPos->x - this->actor.world.pos.x;
dz = pointPos->z - this->actor.world.pos.z;
Math_SmoothStepToS(&this->actor.world.rot.y, Math_FAtan2F(dx, dz) * (0x8000 / M_PI), 0xA, 0x7D0, 1);
this->actor.shape.rot.y = this->actor.world.rot.y;
if (SQ(dx) + SQ(dz) < 600.0f) {
this->waypoint++;
if (this->waypoint >= path->count) {
this->waypoint = 0;
}
}
this->skin.skelAnime.playSpeed = func_80A6B30C(this);
if (SkelAnime_Update(&this->skin.skelAnime)) {
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
func_80A6BCEC(this);
}
}
void EnHorseNormal_NextAnimation(EnHorseNormal* this) {
this->action = HORSE_CYCLE_ANIMATIONS;
this->animationIdx++;
if (this->animationIdx >= ARRAY_COUNT(sAnimations)) {
this->animationIdx = 0;
}
Animation_PlayOnce(&this->skin.skelAnime, sAnimations[this->animationIdx]);
}
void EnHorseNormal_CycleAnimations(EnHorseNormal* this, GlobalContext* globalCtx) {
this->actor.speedXZ = 0.0f;
if (SkelAnime_Update(&this->skin.skelAnime)) {
EnHorseNormal_NextAnimation(this);
}
}
void func_80A6BC48(EnHorseNormal* this) {
this->action = HORSE_WANDER;
this->animationIdx = 0;
this->unk_21C = 0;
this->unk_21E = 0;
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
void func_80A6BCEC(EnHorseNormal* this) {
if (this->animationIdx == 5) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (this->animationIdx == 6) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
}
void func_80A6BD7C(EnHorseNormal* this) {
f32 frame = this->skin.skelAnime.curFrame;
if (this->animationIdx == 0 && frame > 28.0f && !(this->unk_1E4 & 1)) {
this->unk_1E4 |= 1;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_SANDDUST, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (this->animationIdx == 3 && frame > 25.0f && !(this->unk_1E4 & 2)) {
this->unk_1E4 |= 2;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
}
void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
static s32 D_80A6D4F4[] = { 0, 1, 4, 5, 6, 2, 3 };
static s32 D_80A6D510[] = { 0, 0, 2, 2, 1, 1, 1, 3, 3 };
s32 phi_t0 = this->animationIdx;
s32 pad;
switch (D_80A6D510[this->animationIdx]) {
case 0:
func_80A6BD7C(this);
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
break;
case 1:
if (Rand_ZeroOne() < 0.1f) {
this->unk_218 = 2.0f * Rand_ZeroOne() - 1.0f;
}
this->actor.speedXZ += this->unk_218;
if (this->actor.speedXZ <= 0.0f) {
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
phi_t0 = 0;
} else if (this->actor.speedXZ < 3.0f) {
func_80A6B250(this);
phi_t0 = 4;
} else if (this->actor.speedXZ < 6.0f) {
phi_t0 = 5;
} else if (this->actor.speedXZ < 8.0f) {
phi_t0 = 6;
} else {
this->actor.speedXZ = 8.0f;
phi_t0 = 6;
}
if (Rand_ZeroOne() < 0.1f || (this->unk_21E == 0 && ((this->actor.bgCheckFlags & 8) ||
(this->bodyCollider.base.ocFlags1 & OC1_HIT) ||
(this->headCollider.base.ocFlags1 & OC1_HIT)))) {
this->unk_21E += (Rand_ZeroOne() * 30.0f) - 15.0f;
if (this->unk_21E > 50) {
this->unk_21E = 50;
} else if (this->unk_21E < -50) {
this->unk_21E = -50;
}
}
this->unk_21C += this->unk_21E;
if (this->unk_21C < -300) {
this->unk_21C = -300;
} else if (this->unk_21C > 300) {
this->unk_21C = 300;
} else if (Rand_ZeroOne() < 0.25f && fabsf(this->unk_21C) < 100.0f) {
this->unk_21C = 0;
this->unk_21E = 0;
}
this->actor.world.rot.y += this->unk_21C;
this->actor.shape.rot.y = this->actor.world.rot.y;
break;
case 2:
case 3:
break;
}
if (phi_t0 != this->animationIdx || SkelAnime_Update(&this->skin.skelAnime)) {
if (phi_t0 != this->animationIdx) {
this->animationIdx = phi_t0;
this->unk_1E4 &= ~1;
this->unk_1E4 &= ~2;
if (phi_t0 == 1) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (phi_t0 == 3) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
func_80A6BCEC(this);
}
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, -3.0f);
} else {
switch (D_80A6D510[this->animationIdx]) {
case 0:
if (Rand_ZeroOne() < 0.25f) {
this->unk_218 = 1.0f;
phi_t0 = 4;
} else {
phi_t0 = D_80A6D4F4[(s32)(Rand_ZeroOne() * 2)];
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
}
break;
case 1:
case 2:
case 3:
break;
}
this->unk_1E4 &= ~1;
this->unk_1E4 &= ~2;
if (phi_t0 == 1) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (phi_t0 == 3) {
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
func_80A6BCEC(this);
}
if (phi_t0 != this->animationIdx) {
this->animationIdx = phi_t0;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, -3.0f);
} else {
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
}
}
}
void func_80A6C4CC(EnHorseNormal* this) {
this->action = HORSE_WAIT;
this->animationIdx = 0;
this->unk_21C = 0;
this->unk_21E = 0;
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
void EnHorseNormal_Wait(EnHorseNormal* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skin.skelAnime)) {
f32 rand = Rand_ZeroOne();
if (rand < 0.4f) {
this->animationIdx = 0;
} else if (rand < 0.8f) {
this->animationIdx = 1;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
this->animationIdx = 3;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
}
void func_80A6C6B0(EnHorseNormal* this) {
this->action = HORSE_WAIT_CLONE;
this->animationIdx = 0;
this->unk_21C = 0;
this->unk_21E = 0;
this->actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
this->actor.speedXZ = 0.0f;
this->unk_218 = 0.0f;
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
}
void EnHorseNormal_WaitClone(EnHorseNormal* this, GlobalContext* globalCtx) {
func_80A6BD7C(this);
if (SkelAnime_Update(&this->skin.skelAnime)) {
f32 rand = Rand_ZeroOne();
if (rand < 0.4f) {
this->animationIdx = 0;
} else if (rand < 0.8f) {
this->animationIdx = 1;
this->unk_1E4 |= 0x20;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
this->animationIdx = 3;
this->unk_1E4 |= 0x20;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
Animation_GetLastFrame(sAnimations[this->animationIdx]), ANIMMODE_ONCE, 0.0f);
this->unk_1E4 &= ~1;
this->unk_1E4 &= ~2;
this->unk_1E4 &= ~8;
this->unk_1E4 &= ~0x10;
}
}
void func_80A6C8E0(EnHorseNormal* this, GlobalContext* globalCtx) {
s32 pad;
CollisionPoly* sp38;
s32 pad2;
Vec3f sp28;
s32 sp24;
sp28.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
sp28.y = this->actor.world.pos.y + 60.0f;
sp28.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
this->unk_220 = BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &sp38, &sp24, &sp28);
this->actor.shape.rot.x = Math_FAtan2F(this->actor.world.pos.y - this->unk_220, 30.0f) * (0x8000 / M_PI);
}
static EnHorseNormalActionFunc sActionFuncs[] = {
EnHorseNormal_CycleAnimations, EnHorseNormal_Wander, EnHorseNormal_Wait,
EnHorseNormal_WaitClone, EnHorseNormal_FollowPath,
};
void EnHorseNormal_Update(Actor* thisx, GlobalContext* globalCtx) {
EnHorseNormal* this = (EnHorseNormal*)thisx;
s32 pad;
sActionFuncs[this->action](this, globalCtx);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 35.0f, 100.0f, 0x1D);
if (globalCtx->sceneNum == SCENE_SPOT20 && this->actor.world.pos.z < -2400.0f) {
this->actor.world.pos.z = -2400.0f;
}
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 70.0f;
this->unk_204 = this->actor.projectedPos;
this->unk_204.y += 120.0f;
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
if (this->actor.speedXZ == 0.0f) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
} else {
this->actor.colChkInfo.mass = MASS_HEAVY;
}
}
void EnHorseNormal_PostDraw(Actor* thisx, GlobalContext* globalCtx, Skin* skin) {
Vec3f sp4C;
Vec3f sp40;
EnHorseNormal* this = (EnHorseNormal*)thisx;
s32 i;
for (i = 0; i < this->headCollider.count; i++) {
sp4C.x = this->headCollider.elements[i].dim.modelSphere.center.x;
sp4C.y = this->headCollider.elements[i].dim.modelSphere.center.y;
sp4C.z = this->headCollider.elements[i].dim.modelSphere.center.z;
Skin_GetLimbPos(skin, this->headCollider.elements[i].dim.limb, &sp4C, &sp40);
this->headCollider.elements[i].dim.worldSphere.center.x = sp40.x;
this->headCollider.elements[i].dim.worldSphere.center.y = sp40.y;
this->headCollider.elements[i].dim.worldSphere.center.z = sp40.z;
this->headCollider.elements[i].dim.worldSphere.radius =
this->headCollider.elements[i].dim.modelSphere.radius * this->headCollider.elements[i].dim.scale;
}
//! @bug see relevant comment in `EnHorse_SkinCallback1`
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->headCollider.base);
}
void func_80A6CC88(GlobalContext* globalCtx, EnHorseNormal* this, Vec3f* arg2) {
f32 curFrame = this->skin.skelAnime.curFrame;
f32 wDest;
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg2, &this->unk_1E8, &wDest);
this->unk_1F4 = this->unk_1E8;
this->unk_1F4.y += 120.0f;
if (this->animationIdx == 0 && curFrame > 28.0f && !(this->unk_1E4 & 8)) {
this->unk_1E4 |= 8;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_SANDDUST, &this->unk_1E8, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (this->animationIdx == 3 && curFrame > 25.0f && !(this->unk_1E4 & 0x10)) {
this->unk_1E4 |= 0x10;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_LAND2, &this->unk_1E8, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (this->animationIdx == 3 && this->unk_1E4 & 0x20) {
this->unk_1E4 &= ~0x20;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_1F4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (this->animationIdx == 1 && this->unk_1E4 & 0x20) {
this->unk_1E4 &= ~0x20;
Audio_PlaySoundGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_1F4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
}
void EnHorseNormal_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnHorseNormal* this = (EnHorseNormal*)thisx;
Mtx* mtx2;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (globalCtx->sceneNum != SCENE_SPOT20 || globalCtx->sceneNum != SCENE_MALON_STABLE) {
func_80A6C8E0(this, globalCtx);
}
func_80093D18(globalCtx->state.gfxCtx);
func_800A6330(&this->actor, globalCtx, &this->skin, EnHorseNormal_PostDraw, true);
if (this->action == HORSE_WAIT_CLONE) {
MtxF skinMtx;
Mtx* mtx1;
Vec3f clonePos = { 0.0f, 0.0f, 0.0f };
s16 cloneRotY;
f32 distFromGround = this->actor.world.pos.y - this->actor.floorHeight;
f32 temp_f0_4;
if (globalCtx->sceneNum == SCENE_MALON_STABLE) {
if (this->actor.world.pos.x == 355.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -245.0f) {
clonePos.x = 235.0f;
clonePos.y = 0.0f;
clonePos.z = 100.0f;
cloneRotY = 0x7FFF;
} else if (this->actor.world.pos.x == 238.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -245.0f) {
clonePos.x = 478.0f;
clonePos.y = 0.0f;
clonePos.z = 100.0f;
cloneRotY = 0x7FFF;
}
} else if (globalCtx->sceneNum == SCENE_SPOT20) {
if (this->actor.world.pos.x == -730.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -1100.0f) {
clonePos.x = 780.0f;
clonePos.y = 0.0f;
clonePos.z = -80.0f;
cloneRotY = 0;
} else if (this->actor.world.pos.x == 880.0f && this->actor.world.pos.y == 0.0f &&
this->actor.world.pos.z == -1170.0f) {
clonePos.x = -1000.0f;
clonePos.y = 0.0f;
clonePos.z = -70.0f;
cloneRotY = 0;
}
}
func_80A6CC88(globalCtx, this, &clonePos);
SkinMatrix_SetTranslateRotateYXZScale(&skinMtx, this->actor.scale.x, this->actor.scale.y, this->actor.scale.z,
this->actor.shape.rot.x, cloneRotY, this->actor.shape.rot.z, clonePos.x,
(this->actor.shape.yOffset * this->actor.scale.y) + clonePos.y,
clonePos.z);
mtx1 = SkinMatrix_MtxFToNewMtx(globalCtx->state.gfxCtx, &skinMtx);
if (mtx1 == NULL) {
return;
}
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_OPA_DISP++, mtx1, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_800A63CC(&this->actor, globalCtx, &this->skin, NULL, NULL, true, 0,
SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS | SKIN_DRAW_FLAG_CUSTOM_MATRIX);
this->cloneCollider.dim.pos.x = clonePos.x;
this->cloneCollider.dim.pos.y = clonePos.y;
this->cloneCollider.dim.pos.z = clonePos.z;
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->cloneCollider.base);
func_80094044(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, 255);
Matrix_Translate(clonePos.x, clonePos.y, clonePos.z, MTXMODE_NEW);
temp_f0_4 = (1.0f - (distFromGround * 0.01f)) * this->actor.shape.shadowScale;
Matrix_Scale(this->actor.scale.x * temp_f0_4, 1.0f, this->actor.scale.z * temp_f0_4, MTXMODE_APPLY);
Matrix_RotateY(cloneRotY * (2.0f * M_PI / 0x10000), MTXMODE_APPLY);
mtx2 = MATRIX_NEWMTX(globalCtx->state.gfxCtx);
if (mtx2 != NULL) {
gSPMatrix(POLY_XLU_DISP++, mtx2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gHorseShadowDL);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}