mirror of
https://github.com/zeldaret/oot.git
synced 2024-12-26 14:46:16 +00:00
z_en_horse_zelda doc (#1430)
* z_en_horse_zelda doc Zelda's horse has been better documented. Horse seemed to follow a path around Hyrule Field * `z_en_horse_zelda` revised based on feedback * Update z_en_horse_zelda.c EnHorseZelda_ResetAnimation -> EnHorseZelda_SetupStop * z_horse_zelda: changes based on feedback
This commit is contained in:
parent
6d5287ff12
commit
6451fbc24f
2 changed files with 59 additions and 58 deletions
|
@ -14,9 +14,9 @@ void EnHorseZelda_Destroy(Actor* thisx, PlayState* play);
|
|||
void EnHorseZelda_Update(Actor* thisx, PlayState* play);
|
||||
void EnHorseZelda_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
void func_80A6DCCC(EnHorseZelda* this, PlayState* play);
|
||||
void func_80A6DDFC(EnHorseZelda* this, PlayState* play);
|
||||
void func_80A6DC7C(EnHorseZelda* this);
|
||||
void EnHorseZelda_Stop(EnHorseZelda* this, PlayState* play);
|
||||
void EnHorseZelda_Gallop(EnHorseZelda* this, PlayState* play);
|
||||
void EnHorseZelda_SetupStop(EnHorseZelda* this);
|
||||
|
||||
ActorInit En_Horse_Zelda_InitVars = {
|
||||
ACTOR_EN_HORSE_ZELDA,
|
||||
|
@ -83,16 +83,17 @@ static ColliderJntSphInit sJntSphInit = {
|
|||
static CollisionCheckInfoInit sColChkInfoInit = { 10, 35, 100, MASS_HEAVY };
|
||||
|
||||
typedef struct {
|
||||
/* 0x0 */ Vec3s unk_0;
|
||||
/* 0x6 */ u8 unk_6;
|
||||
} unknownStruct; // size = 0x8
|
||||
/* 0x0 */ Vec3s pos;
|
||||
/* 0x6 */ u8 speed;
|
||||
} HorsePosSpeed; // 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 },
|
||||
// these seem to be valid coords on Hyrule field, along with target speeds
|
||||
static HorsePosSpeed sHorseFieldPositions[] = {
|
||||
{ {-1682, -500, 12578}, 7 }, { {-3288, -500, 13013}, 7 }, { {-5142, -417, 11630}, 7 },
|
||||
{ {-5794, -473, 9573}, 7 }, { {-6765, -500, 8364}, 7 }, { {-6619, -393, 6919}, 7 },
|
||||
{ {-5193, 124, 5433}, 7 }, { {-2970, 2, 4537}, 7 }, { {-2949, -35, 4527}, 7 },
|
||||
{ {-1907, -47, 2978}, 7 }, { {2488, 294, 3628}, 7 }, { {3089, 378, 4713}, 7 },
|
||||
{ {1614, -261, 7596}, 7 }, { {754, -187, 9295}, 7 },
|
||||
};
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
|
@ -100,34 +101,34 @@ static InitChainEntry sInitChain[] = {
|
|||
};
|
||||
|
||||
static EnHorseZeldaActionFunc sActionFuncs[] = {
|
||||
func_80A6DCCC,
|
||||
func_80A6DDFC,
|
||||
EnHorseZelda_Stop,
|
||||
EnHorseZelda_Gallop,
|
||||
};
|
||||
|
||||
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 EnHorseZelda_GetFieldPosition(HorsePosSpeed* data, s32 index, Vec3f* fieldPos) {
|
||||
fieldPos->x = data[index].pos.x;
|
||||
fieldPos->y = data[index].pos.y;
|
||||
fieldPos->z = data[index].pos.z;
|
||||
}
|
||||
|
||||
void func_80A6D918(EnHorseZelda* this, PlayState* play) {
|
||||
void EnHorseZelda_Move(EnHorseZelda* this, PlayState* play) {
|
||||
s32 pad;
|
||||
Vec3f sp28;
|
||||
Vec3f fieldPos;
|
||||
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);
|
||||
EnHorseZelda_GetFieldPosition(sHorseFieldPositions, this->fieldPosIndex, &fieldPos);
|
||||
if (Math3D_Vec3f_DistXYZ(&fieldPos, &this->actor.world.pos) <= 400.0f) {
|
||||
this->fieldPosIndex++;
|
||||
if (this->fieldPosIndex >= ARRAY_COUNT(sHorseFieldPositions)) {
|
||||
this->fieldPosIndex = 0;
|
||||
EnHorseZelda_GetFieldPosition(sHorseFieldPositions, 0, &fieldPos);
|
||||
}
|
||||
}
|
||||
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;
|
||||
yawDiff = Math_Vec3f_Yaw(&this->actor.world.pos, &fieldPos) - this->actor.world.rot.y;
|
||||
if (yawDiff > 300) {
|
||||
this->actor.world.rot.y += 300;
|
||||
} else if (yawDiff < -300) {
|
||||
this->actor.world.rot.y -= 300;
|
||||
} else {
|
||||
this->actor.world.rot.y += yawDiff;
|
||||
}
|
||||
|
@ -139,7 +140,7 @@ void func_80A6D918(EnHorseZelda* this, PlayState* play) {
|
|||
} else {
|
||||
this->actor.speedXZ -= 1.0f;
|
||||
}
|
||||
} else if (this->actor.speedXZ < D_80A6E240[this->unk_1EC].unk_6) {
|
||||
} else if (this->actor.speedXZ < sHorseFieldPositions[this->fieldPosIndex].speed) {
|
||||
this->actor.speedXZ += 0.5f;
|
||||
} else {
|
||||
this->actor.speedXZ -= 0.5f;
|
||||
|
@ -166,7 +167,7 @@ void EnHorseZelda_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_SetJntSph(play, &this->colliderSphere, &this->actor, &sJntSphInit, &this->colliderSphereItem);
|
||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
||||
this->animationIndex = 0;
|
||||
func_80A6DC7C(this);
|
||||
EnHorseZelda_SetupStop(this);
|
||||
}
|
||||
|
||||
void EnHorseZelda_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
@ -177,7 +178,7 @@ void EnHorseZelda_Destroy(Actor* thisx, PlayState* play) {
|
|||
Skin_Free(play, &this->skin);
|
||||
}
|
||||
|
||||
void func_80A6DC7C(EnHorseZelda* this) {
|
||||
void EnHorseZelda_SetupStop(EnHorseZelda* this) {
|
||||
this->action = 0;
|
||||
this->animationIndex++;
|
||||
if (this->animationIndex > 0) {
|
||||
|
@ -186,34 +187,34 @@ void func_80A6DC7C(EnHorseZelda* this) {
|
|||
Animation_PlayOnce(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex]);
|
||||
}
|
||||
|
||||
void func_80A6DCCC(EnHorseZelda* this, PlayState* play) {
|
||||
void EnHorseZelda_Stop(EnHorseZelda* this, PlayState* play) {
|
||||
this->actor.speedXZ = 0.0f;
|
||||
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
||||
func_80A6DC7C(this);
|
||||
EnHorseZelda_SetupStop(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80A6DD14(EnHorseZelda* this) {
|
||||
f32 sp34;
|
||||
void EnHorseZelda_Spur(EnHorseZelda* this) {
|
||||
f32 speedMod;
|
||||
|
||||
this->action = 1;
|
||||
this->animationIndex = 0;
|
||||
sp34 = this->actor.speedXZ / 6.0f;
|
||||
speedMod = this->actor.speedXZ / 6.0f;
|
||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex],
|
||||
splaySpeeds[this->animationIndex] * sp34 * 1.5f, 0.0f,
|
||||
splaySpeeds[this->animationIndex] * speedMod * 1.5f, 0.0f,
|
||||
Animation_GetLastFrame(sAnimationHeaders[this->animationIndex]), ANIMMODE_ONCE, 0.0f);
|
||||
}
|
||||
|
||||
void func_80A6DDFC(EnHorseZelda* this, PlayState* play) {
|
||||
func_80A6D918(this, play);
|
||||
void EnHorseZelda_Gallop(EnHorseZelda* this, PlayState* play) {
|
||||
EnHorseZelda_Move(this, play);
|
||||
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
||||
func_80A6DD14(this);
|
||||
EnHorseZelda_Spur(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80A6DE38(EnHorseZelda* this, PlayState* play) {
|
||||
void EnHorseZelda_SetRotate(EnHorseZelda* this, PlayState* play) {
|
||||
s32 pad;
|
||||
CollisionPoly* poly;
|
||||
s32 pad2;
|
||||
|
@ -223,8 +224,8 @@ void func_80A6DE38(EnHorseZelda* this, PlayState* play) {
|
|||
checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
|
||||
checkPos.y = this->actor.world.pos.y + 60.0f;
|
||||
checkPos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
|
||||
this->unk_1F4 = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos);
|
||||
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f));
|
||||
this->floorYForwards = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos);
|
||||
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->floorYForwards, 30.0f));
|
||||
}
|
||||
|
||||
void EnHorseZelda_Update(Actor* thisx, PlayState* play) {
|
||||
|
@ -244,21 +245,21 @@ void EnHorseZelda_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnHorseZelda_PostDraw(Actor* thisx, PlayState* play, Skin* skin) {
|
||||
Vec3f sp4C;
|
||||
Vec3f sp40;
|
||||
Vec3f offset;
|
||||
Vec3f dst;
|
||||
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;
|
||||
offset.x = this->colliderSphere.elements[i].dim.modelSphere.center.x;
|
||||
offset.y = this->colliderSphere.elements[i].dim.modelSphere.center.y;
|
||||
offset.z = this->colliderSphere.elements[i].dim.modelSphere.center.z;
|
||||
|
||||
Skin_GetLimbPos(skin, this->colliderSphere.elements[i].dim.limb, &sp4C, &sp40);
|
||||
Skin_GetLimbPos(skin, this->colliderSphere.elements[i].dim.limb, &offset, &dst);
|
||||
|
||||
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.center.x = dst.x;
|
||||
this->colliderSphere.elements[i].dim.worldSphere.center.y = dst.y;
|
||||
this->colliderSphere.elements[i].dim.worldSphere.center.z = dst.z;
|
||||
|
||||
this->colliderSphere.elements[i].dim.worldSphere.radius =
|
||||
this->colliderSphere.elements[i].dim.modelSphere.radius * this->colliderSphere.elements[i].dim.scale;
|
||||
|
@ -271,7 +272,7 @@ void EnHorseZelda_PostDraw(Actor* thisx, PlayState* play, Skin* skin) {
|
|||
void EnHorseZelda_Draw(Actor* thisx, PlayState* play) {
|
||||
EnHorseZelda* this = (EnHorseZelda*)thisx;
|
||||
|
||||
func_80A6DE38(this, play);
|
||||
EnHorseZelda_SetRotate(this, play);
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
func_800A6330(&this->actor, play, &this->skin, EnHorseZelda_PostDraw, true);
|
||||
}
|
||||
|
|
|
@ -14,9 +14,9 @@ typedef struct EnHorseZelda {
|
|||
/* 0x0150 */ s32 animationIndex;
|
||||
/* 0x0154 */ Skin skin;
|
||||
/* 0x01E4 */ char unk_1E4[0x8];
|
||||
/* 0x01EC */ s32 unk_1EC;
|
||||
/* 0x01EC */ s32 fieldPosIndex;
|
||||
/* 0x01F0 */ char unk_1F0[0x4];
|
||||
/* 0x01F4 */ f32 unk_1F4;
|
||||
/* 0x01F4 */ f32 floorYForwards;
|
||||
/* 0x01F8 */ char unk_1F8[0x4];
|
||||
/* 0x01FC */ ColliderCylinder colliderCylinder;
|
||||
/* 0x0248 */ ColliderJntSph colliderSphere;
|
||||
|
|
Loading…
Reference in a new issue