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object_horse and object_hni (#772)
* object_horse_zelda Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_normal Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_link_child Signed-off-by: angie <angheloalf95@gmail.com> * object_horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * object_horse Signed-off-by: angie <angheloalf95@gmail.com> * object_hni Signed-off-by: Angie <angheloalf95@gmail.com> * ZAPD is falling to do vtx Signed-off-by: Angie <angheloalf95@gmail.com> * Testing Signed-off-by: Angie <angheloalf95@gmail.com> * Rename horse_link_child variables Signed-off-by: angie <angheloalf95@gmail.com> * horse_zelda with names Signed-off-by: angie <angheloalf95@gmail.com> * I'm suspecting that this game doesn't use z_en_horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * Child epona eye textures Signed-off-by: Angie <angheloalf95@gmail.com> * Extract eyes textures from Epona Signed-off-by: Angie <angheloalf95@gmail.com> * Small rename Signed-off-by: Angie <angheloalf95@gmail.com> * change references in EnHorseNormal Signed-off-by: angie <angheloalf95@gmail.com> * Rename a few HorseNormal animations Signed-off-by: angie <angheloalf95@gmail.com> * Add normal horse eye texture Signed-off-by: angie <angheloalf95@gmail.com> * Add some textures Signed-off-by: angie <angheloalf95@gmail.com> * change pointers in EnViewer Signed-off-by: angie <angheloalf95@gmail.com> * Rename some animations of HorseGanon Signed-off-by: angie <angheloalf95@gmail.com> * Add a few dlists in object_horse Signed-off-by: Angie <angheloalf95@gmail.com> * Add whinnies Signed-off-by: Angie <angheloalf95@gmail.com> * Rename last animations remaining in horse_normal and horse_ganon Signed-off-by: angie <angheloalf95@gmail.com> * remove the other horses from this branch Signed-off-by: angie <angheloalf95@gmail.com> * Rename Epona animations Signed-off-by: angie <angheloalf95@gmail.com> * rename animations of ingo's horse Signed-off-by: angie <angheloalf95@gmail.com> * add textures in hni Signed-off-by: angie <angheloalf95@gmail.com> * Give proper animation names Signed-off-by: angie <angheloalf95@gmail.com> * Update symbols Signed-off-by: angie <angheloalf95@gmail.com> * cutscenes Signed-off-by: angie <angheloalf95@gmail.com> * ./format.sh Signed-off-by: angie <angheloalf95@gmail.com> * Apply suggestions from code review Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Add most of epona's textures and some limbs Signed-off-by: angie <angheloalf95@gmail.com> * add a bunch of textures and limbs of hni Signed-off-by: Angie <angheloalf95@gmail.com> * typo Signed-off-by: Angie <angheloalf95@gmail.com> * trailling comma memes Signed-off-by: Angie <angheloalf95@gmail.com> * all textures from hni Signed-off-by: angie <angheloalf95@gmail.com> * The remaining epona's textures Signed-off-by: Angie <angheloalf95@gmail.com> * Use proper names for bridge cutscene Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
This commit is contained in:
parent
1f6a74e636
commit
9e956cbe3f
6 changed files with 162 additions and 140 deletions
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@ -1,5 +1,14 @@
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/**
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* File: z_en_horse.c
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* Overlay: ovl_En_Horse
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* Description: Rideable horses
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*/
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#include "z_en_horse.h"
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#include "overlays/actors/ovl_En_In/z_en_in.h"
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#include "objects/object_horse/object_horse.h"
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#include "objects/object_hni/object_hni.h"
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#include "scenes/overworld/spot09/spot09_scene.h"
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#define FLAGS 0x00000010
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@ -42,23 +51,22 @@ void EnHorse_CutsceneUpdate(EnHorse* this, GlobalContext* globalCtx);
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void EnHorse_UpdateHorsebackArchery(EnHorse* this, GlobalContext* globalCtx);
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void EnHorse_FleePlayer(EnHorse* this, GlobalContext* globalCtx);
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extern CutsceneData D_02000230[];
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extern CutsceneData D_02002AC0[];
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extern Gfx D_06006530[];
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static AnimationHeader* sEponaAnimHeaders[] = {
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0x06006D50, 0x06005584, 0x06004DEC, 0x06003CEC, 0x060075F0, 0x060032B0, 0x06001E2C, 0x06002470, 0x06002C38,
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&gEponaIdleAnim, &gEponaWhinnyAnim, &gEponaRefuseAnim, &gEponaRearingAnim, &gEponaWalkingAnim,
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&gEponaTrottingAnim, &gEponaGallopingAnim, &gEponaJumpingAnim, &gEponaJumpingHighAnim,
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};
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static AnimationHeader* sHniAnimHeaders[] = {
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0x06009FC4, 0x0600A6B4, 0x0600901C, 0x060085E0, 0x0600AF60, 0x06007B54, 0x0600506C, 0x06005684, 0x06005E20,
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&gHorseIngoIdleAnim, &gHorseIngoWhinnyAnim, &gHorseIngoRefuseAnim,
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&gHorseIngoRearingAnim, &gHorseIngoWalkingAnim, &gHorseIngoTrottingAnim,
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&gHorseIngoGallopingAnim, &gHorseIngoJumpingAnim, &gHorseIngoJumpingHighAnim,
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};
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static AnimationHeader** sAnimationHeaders[] = { sEponaAnimHeaders, sHniAnimHeaders };
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static f32 sPlaybackSpeeds[] = { 0.6666667f, 0.6666667f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.6666667f, 0.6666667f };
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static SkeletonHeader* sSkeletonHeaders[] = { 0x06009D74, 0x06004A24 };
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static SkeletonHeader* sSkeletonHeaders[] = { &gEponaSkel, &gHorseIngoSkel };
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const ActorInit En_Horse_InitVars = {
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ACTOR_EN_HORSE,
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@ -318,7 +326,7 @@ static EnHorseSpawnpoint sHorseSpawns[] = {
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{ SCENE_SPOT12, -966, 24, -761, 0 },
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{ SCENE_SPOT12, -694, 174, -2820, 0 },
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/* Lon Lon Ranch */
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// Lon Lon Ranch
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{ SCENE_SPOT20, 1039, 0, 2051, 0 },
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{ SCENE_SPOT20, -1443, 0, 1429, 0 },
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{ SCENE_SPOT20, 856, 0, -918, 0 }, // Hardcoded to always load in lon lon
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@ -361,62 +369,9 @@ typedef struct {
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} RaceInfo;
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static RaceWaypoint sIngoRaceWaypoints[] = {
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{
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1056,
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1,
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-1540,
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11,
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0x2A8D,
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},
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{
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1593,
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1,
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-985,
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10,
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0xFC27,
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},
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{
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1645,
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1,
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-221,
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11,
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0xE891,
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},
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{
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985,
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1,
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403,
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10,
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0xBB9C,
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},
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{
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-1023,
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1,
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354,
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11,
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0xA37D,
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},
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{
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-1679,
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1,
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-213,
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10,
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0x889C,
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},
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{
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-1552,
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1,
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-1008,
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11,
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0x638D,
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},
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{
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-947,
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-1,
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-1604,
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10,
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0x4002,
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},
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{ 1056, 1, -1540, 11, 0x2A8D }, { 1593, 1, -985, 10, 0xFC27 }, { 1645, 1, -221, 11, 0xE891 },
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{ 985, 1, 403, 10, 0xBB9C }, { -1023, 1, 354, 11, 0xA37D }, { -1679, 1, -213, 10, 0x889C },
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{ -1552, 1, -1008, 11, 0x638D }, { -947, -1, -1604, 10, 0x4002 },
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};
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static RaceInfo sIngoRace = { 8, sIngoRaceWaypoints };
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@ -464,64 +419,12 @@ typedef struct {
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} CsActionEntry;
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static CsActionEntry sCsActionTable[] = {
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{
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36,
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1,
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},
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{
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37,
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2,
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},
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{
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38,
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3,
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},
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{
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64,
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4,
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},
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{
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65,
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5,
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},
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{ 36, 1 }, { 37, 2 }, { 38, 3 }, { 64, 4 }, { 65, 5 },
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};
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static RaceWaypoint sHbaWaypoints[] = {
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{
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3600,
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1413,
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-5055,
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11,
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0x8001,
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},
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{
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3360,
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1413,
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-5220,
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5,
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0xC000,
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},
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{
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3100,
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1413,
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-4900,
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5,
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0x0000,
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},
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{
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3600,
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1413,
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-4100,
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11,
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0x0000,
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},
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{
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3600,
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1413,
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360,
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11,
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0x0000,
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},
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{ 3600, 1413, -5055, 11, 0x8001 }, { 3360, 1413, -5220, 5, 0xC000 }, { 3100, 1413, -4900, 5, 0x0000 },
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{ 3600, 1413, -4100, 11, 0x0000 }, { 3600, 1413, 360, 11, 0x0000 },
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};
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static RaceInfo sHbaInfo = { 5, sHbaWaypoints };
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@ -2850,10 +2753,10 @@ void EnHorse_BridgeJumpInit(EnHorse* this, GlobalContext* globalCtx) {
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void EnHorse_StartBridgeJump(EnHorse* this, GlobalContext* globalCtx) {
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this->postDrawFunc = EnHorse_BridgeJumpInit;
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if (this->bridgeJumpIdx == 0) {
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(D_02002AC0);
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gGerudoValleyBridgeJumpFieldFortressCs);
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gSaveContext.cutsceneTrigger = 1;
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} else {
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(D_02000230);
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gGerudoValleyBridgeJumpFortressToFieldCs);
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gSaveContext.cutsceneTrigger = 1;
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}
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}
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@ -3885,24 +3788,28 @@ void EnHorse_SkinCallback1(Actor* thisx, GlobalContext* globalCtx, PSkinAwb* ski
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}
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static s32 unk_80A667DC[] = { 0, 3, 7, 14 };
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static UNK_PTR D_80A667EC[] = { 0x06009F80, 0x0600A180, 0x0600A380 };
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static u64* sEyeTextures[] = {
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gEponaEyeOpenTex,
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gEponaEyeHalfTex,
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gEponaEyeClosedTex,
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};
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static u8 sBlinkTextures[] = { 0, 1, 2, 1 };
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s32 EnHorse_SkinCallback2(Actor* thisx, GlobalContext* globalCtx, s32 arg2, PSkinAwb* arg3) {
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s32 EnHorse_SkinCallback2(Actor* thisx, GlobalContext* globalCtx, s32 limbIndex, PSkinAwb* arg3) {
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EnHorse* this = THIS;
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s32 sp48;
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s32 drawOriginalLimb = true;
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sp48 = 1;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_horse.c", 8582);
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if (arg2 == 13 && this->type == HORSE_EPONA) {
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if (limbIndex == 13 && this->type == HORSE_EPONA) {
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u8 index = sBlinkTextures[this->blinkTimer];
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80A667EC[index]));
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} else if (this->type == HORSE_HNI && this->stateFlags & ENHORSE_FLAG_18 && arg2 == 30) {
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func_800A5F60(globalCtx->state.gfxCtx, &this->skin, arg2, D_06006530, 0);
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sp48 = 0;
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[index]));
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} else if (this->type == HORSE_HNI && this->stateFlags & ENHORSE_FLAG_18 && limbIndex == 30) {
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func_800A5F60(globalCtx->state.gfxCtx, &this->skin, limbIndex, gHorseIngoGerudoSaddleDL, 0);
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drawOriginalLimb = false;
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_horse.c", 8601);
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return sp48;
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return drawOriginalLimb;
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}
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void EnHorse_Draw(Actor* thisx, GlobalContext* globalCtx) {
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