#include "global.h" #include "vt.h" s32 func_8006CFC0(s32 scene) { s32 validScenes[] = { SCENE_SPOT00, SCENE_SPOT06, SCENE_SPOT09, SCENE_SPOT12, SCENE_SPOT20 }; s32 i; for (i = 0; i < ARRAY_COUNT(validScenes); i++) { if (scene == validScenes[i]) { return 1; } } return 0; } void func_8006D074(GlobalContext* globalCtx) { gSaveContext.horseData.scene = SCENE_SPOT00; gSaveContext.horseData.pos.x = -1840; gSaveContext.horseData.pos.y = 72; gSaveContext.horseData.pos.z = 5497; gSaveContext.horseData.angle = -27353; } void func_8006D0AC(GlobalContext* globalCtx) { if (gSaveContext.horseData.scene == SCENE_SPOT06) { gSaveContext.horseData.scene = SCENE_SPOT06; gSaveContext.horseData.pos.x = -2065; gSaveContext.horseData.pos.y = -863; gSaveContext.horseData.pos.z = 1839; gSaveContext.horseData.angle = 0; } } typedef struct { /* 0x00 */ s16 scene; /* 0x02 */ Vec3s pos; /* 0x08 */ s16 angle; /* 0x0A */ s16 type; } HorseSpawn; void func_8006D0EC(GlobalContext* globalCtx, Player* player) { s32 i; HorseSpawn horseSpawns[] = { { SCENE_SPOT00, -460, 100, 6640, 0, 2 }, { SCENE_SPOT06, -1929, -1025, 768, 0, 2 }, { SCENE_SPOT09, 2566, -259, 767, 0, 2 }, { SCENE_SPOT12, -328, 10, 953, 0, 2 }, { SCENE_SPOT20, 928, 0, -2280, 0, 2 }, }; if ((AREG(6) != 0) && (Flags_GetEventChkInf(0x18) || (DREG(1) != 0))) { player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x, player->actor.shape.rot.y, player->actor.shape.rot.z, 9); ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 343); Actor_MountHorse(globalCtx, player, player->rideActor); func_8002DE74(globalCtx, player); gSaveContext.horseData.scene = globalCtx->sceneNum; if (globalCtx->sceneNum == SCENE_SPOT12) { player->rideActor->room = -1; } } else if ((globalCtx->sceneNum == SCENE_SPOT12) && (gSaveContext.minigameState == 3)) { Actor* horseActor; gSaveContext.minigameState = 0; horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1); horseActor->room = -1; } else if ((gSaveContext.entranceIndex == 1230) && (gSaveContext.eventChkInf[1] & 0x100)) { Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1); ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 389); } else if ((globalCtx->sceneNum == gSaveContext.horseData.scene) && (Flags_GetEventChkInf(0x18) != 0 || DREG(1) != 0)) { // Translates to: "SET BY EXISTENCE OF HORSE %d %d %d" osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene, Flags_GetEventChkInf(0x18), DREG(1)); if (func_8006CFC0(gSaveContext.horseData.scene)) { Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x, gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0, gSaveContext.horseData.angle, 0, 1); ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 414); if (globalCtx->sceneNum == SCENE_SPOT12) { horseActor->room = -1; } } else { osSyncPrintf(VT_COL(RED, WHITE)); // Translates to: "Horse_SetNormal():%d SET SPOT IS NO GOOD." osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene); osSyncPrintf(VT_RST); func_8006D074(globalCtx); } } else if ((globalCtx->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(0x18) && (DREG(1) == 0)) { Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1); ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 443); } else if (Flags_GetEventChkInf(0x18) || (DREG(1) != 0)) { for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) { HorseSpawn* horseSpawn = &horseSpawns[i]; if (horseSpawn->scene == globalCtx->sceneNum) { Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y, horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type); ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 466); if (globalCtx->sceneNum == SCENE_SPOT12) { horseActor->room = -1; } break; } } } else if (!Flags_GetEventChkInf(0x18)) { if ((DREG(1) == 0) && (globalCtx->sceneNum == SCENE_SOUKO) && (gSaveContext.nightFlag != 0)) { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1); } } } typedef struct { /* 0x00 */ s16 scene; /* 0x04 */ s32 cutsceneIndex; /* 0x08 */ Vec3s pos; /* 0x0E */ s16 angle; /* 0x10 */ s16 type; } struct_8011F9B8; void func_8006D684(GlobalContext* globalCtx, Player* player) { s32 pad; s32 i; Vec3s spawnPos; if ((gSaveContext.entranceIndex == 0x028A || gSaveContext.entranceIndex == 0x028E || gSaveContext.entranceIndex == 0x0292 || gSaveContext.entranceIndex == 0x0476) && (gSaveContext.respawnFlag == 0)) { Vec3s spawnPositions[] = { { 0xF46F, 0x0139, 0x1E14 }, { 0xF894, 0x0139, 0x1B67 }, { 0xF035, 0x0139, 0x1B15 }, { 0xF6F7, 0x0139, 0x1766 }, }; if (gSaveContext.entranceIndex == 0x028A) { spawnPos = spawnPositions[0]; } else if (gSaveContext.entranceIndex == 0x028E) { spawnPos = spawnPositions[1]; } else if (gSaveContext.entranceIndex == 0x0292) { spawnPos = spawnPositions[2]; } else { spawnPos = spawnPositions[3]; } player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y, spawnPos.z, 0, player->actor.world.rot.y, 0, 7); ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 561); Actor_MountHorse(globalCtx, player, player->rideActor); func_8002DE74(globalCtx, player); gSaveContext.horseData.scene = globalCtx->sceneNum; } else if ((globalCtx->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) && (Flags_GetEventChkInf(0x18) == 0) && (DREG(1) == 0)) { player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5); ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 582); Actor_MountHorse(globalCtx, player, player->rideActor); func_8002DE74(globalCtx, player); gSaveContext.horseData.scene = globalCtx->sceneNum; if (globalCtx->sceneNum == SCENE_SPOT12) { player->rideActor->room = -1; } } else { static struct_8011F9B8 D_8011F9B8[] = { { 93, 0xFFF0, 0x0E10, 0x0585, 0x0168, 0x8001, 8 }, { 99, 0xFFF0, 0xFF06, 0x0001, 0xF9D4, 0x4000, 6 }, { 99, 0xFFF1, 0x0000, 0x0000, 0x0000, 0x0000, 5 }, { 99, 0xFFF5, 0x0000, 0x0000, 0x0000, 0x0000, 7 }, { 81, 0xFFF3, 0xF46F, 0x0139, 0x1E14, 0x0000, 7 }, { 81, 0xFFF4, 0xF894, 0x0139, 0x1B67, 0x0000, 7 }, { 81, 0xFFF5, 0xF035, 0x0139, 0x1B15, 0x0000, 7 }, { 81, 0xFFF6, 0xF035, 0x0139, 0x1B15, 0x0000, 7 }, }; for (i = 0; i < ARRAY_COUNT(D_8011F9B8); i++) { if ((globalCtx->sceneNum == D_8011F9B8[i].scene) && (((void)0, gSaveContext.cutsceneIndex) == D_8011F9B8[i].cutsceneIndex)) { if (D_8011F9B8[i].type == 7) { if ((globalCtx->sceneNum == 99) && (((void)0, gSaveContext.cutsceneIndex) == 0xFFF1)) { D_8011F9B8[i].pos.x = player->actor.world.pos.x; D_8011F9B8[i].pos.y = player->actor.world.pos.y; D_8011F9B8[i].pos.z = player->actor.world.pos.z; } player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type); ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 628); Actor_MountHorse(globalCtx, player, player->rideActor); func_8002DE74(globalCtx, player); } else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) { Vec3f sp54; s32 temp = 0; if (((gSaveContext.eventInf[0] & 0x10) >> 4) && D_8011F9B8[i].type == 6) { temp = 0x8000; } player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp); ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 667); player->actor.world.pos.x = D_8011F9B8[i].pos.x; player->actor.world.pos.y = D_8011F9B8[i].pos.y; player->actor.world.pos.z = D_8011F9B8[i].pos.z; player->actor.shape.rot.x = player->actor.shape.rot.z = 0; player->actor.shape.rot.y = D_8011F9B8[i].angle; Actor_MountHorse(globalCtx, player, player->rideActor); func_8002DE74(globalCtx, player); sp54.x = player->actor.world.pos.x - 200.0f; sp54.y = player->actor.world.pos.y + 100.0f; sp54.z = player->actor.world.pos.z; Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamera, &player->actor.world.pos, &sp54); } else { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type); } break; } } } } void func_8006DC68(GlobalContext* globalCtx, Player* player) { if (LINK_IS_ADULT) { if (!func_8006CFC0(gSaveContext.horseData.scene)) { osSyncPrintf(VT_COL(RED, WHITE)); // Translates to: "Horse_Set_Check():%d SET SPOT IS NO GOOD." osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene); osSyncPrintf(VT_RST); func_8006D074(globalCtx); } if (func_8006CFC0(globalCtx->sceneNum)) { if ((gSaveContext.sceneSetupIndex > 3) || ((gSaveContext.entranceIndex == 0x028A || gSaveContext.entranceIndex == 0x028E || gSaveContext.entranceIndex == 0x0292 || gSaveContext.entranceIndex == 0x0476) && (gSaveContext.respawnFlag == 0)) || ((globalCtx->sceneNum == SCENE_SPOT20) && ((gSaveContext.eventInf[0] & 0xF) == 6) && !Flags_GetEventChkInf(0x18) && (DREG(1) == 0))) { func_8006D684(globalCtx, player); } else { func_8006D0EC(globalCtx, player); } } } } void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2) { s16 x = Math_Vec3f_Yaw(&actor->world.pos, arg1) - actor->world.rot.y; if (x > arg2) { actor->world.rot.y += arg2; } else if (x < -arg2) { actor->world.rot.y -= arg2; } else { actor->world.rot.y += x; } actor->shape.rot.y = actor->world.rot.y; }