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oot/src/code/z_horse.c
krimtonz 321388673b
decompile z_camera (#398)
* cleanup

* name camera action functions

* decompile a few small functions, name a few Camera struct members

* decompile camera data, decompile a few camera functions

* Split ASM for code_800BB0A0

* removing code_800BB0A0.s

* PR Requests, Camera WIP

* remove #define NON_MATCHING from db_camera

* rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c

* camera wip

* rename some struct memebers, some decomp wip

* pr updates

* camera wip

* name some fields in Camera Struct, being making sense of Camera_Update

* Camera WIP

* wip

* wip

* add z64camera.h header, begin creating CameraSetting macros

* wip

* wip

* wip

* wip

* migrate camera bss to c

* match a couple functions in db_camera

* match some small db_camera functions

* wip

* migrate db_camera rodata, match a few functions

* remote db_camera.rodata.s

* match some of db_camera

* identify types of some unknown data pieces

* some small wip

* Match Camera_Init, some function changes, some struct name changes.  Change unk_C0 and unk_CC to floats from Vec3fs

* add naming for a few more Camera struct members

* wip

* match func_80043F94

* Match Camera_Jump1

* document some of Camera_Jump1

* wip

* match Camera_Jump3

* Match Camera_Update, FeelsAmazing

* wip

* wip

* match Camera_SetParam

* minor cleanup

* wip

* wip

* match Camera_KeepOn0

* some documentation, modify some matching functions to match style of others.

* match Camera_Demo1

* match camera_demo9

* document Camera_Demo1 and Camera_Demo9

* wip

* Match camera_battle4

* match camera_unique2

* Match Camera_Unique3

* match camera_special6

* match Camera_Special5

* wip

* document camera_special6

* naming updates

* match camera_Unique1

* match Camera_Unique0

* wip

* Match Camera_CalcUpFromPitchYawRoll

* match func_80045508

* document Camera_Battle4

* document several camera functions, move camera data to separate file

* rename phi/theta to pitch/yaw

* wip

* uniq9 wip

* Camera_Unqiue9 OK

* document Camera_Unique9

* name unk_160 in camera struct

* wip

* wip

* minor updates

* fix conflicts

* wip

* wip

* Olib updates

* wip

* wip

* rename most Math3D functions, few matches, documentation

* wip

* document most of math3d

* wip

* wip

* wip

* pr updates

* Match Camera_Fixed4

* match func_80058E8C

* pr updates

* add missing comment block finalizer

* Merge math3dupdates

* match Camera_ChangeSetting

* Match Camera_ChangeMode

* match func_80058148

* Match Camera_Special9

* decompile the rest of camera data

* match Camera_Demo5

* name a few camera functions in z_play

* match func_80046CB4, some work on other fucntions

* wip

* impove some non matchings

* fix function rename

* match func_800588B4

* match Camera_Subj4

* wip

* Camera_Demo3 matching, Camera_Battle1 big progress

* Camera_Normal2 OK

* wip

* match Camera_Parallel1

* normalize some things across functions

* match Camera_Normal1

* Match Camera_Normal3

* some cleanup

* more cleanup

* more cleanup , match Camera_CalcDefaultPitch

* data formatting

* Match Camera_Jump2

* document Camera_Jump2

* Match Camera_KeepOn3

* document some of Camera_KeepOn3

* improve some non_matchings

* match func_80045C74 and func_800460A8

* code cleanup, documentation

* match Camera_KeepOn1

* Match Camera_Subj3

* Match Camera_Battle1

* remove non_matching from func_80044adc and func_80046e20

* name several members of Battle1

* more documentation on Battle1

* cleanup

* renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector

* reorganize update structs, remove final references to params, remove CameraParams union

* implement camera enums into player

* Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player

* remove non-global camera variables from variables.h

* clean up some variable declarations

* finish pr comment updates

* fix some warnings

* data formatting

* finish commenting on data

* delete unused asm

* remove asm

Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 17:39:47 -05:00

298 lines
13 KiB
C

#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[] = {
{ 81, 0xFE34, 0x0064, 0x19F0, 0, 2 }, { 87, 0xF877, 0xFBFF, 0x0300, 0, 2 },
{ 90, 0x0A06, 0xFEFD, 0x02FF, 0, 2 }, { 93, 0xFEB8, 0x000A, 0x03B9, 0, 2 },
{ 99, 0x03A0, 0x0000, 0xF718, 0, 2 },
};
if ((AREG(6) != 0) && (Flags_GetEventChkInf(0x18) || (DREG(1) != 0))) {
player->rideActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, player->actor.posRot.pos.x,
player->actor.posRot.pos.y, player->actor.posRot.pos.z, player->actor.shape.rot.x,
player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
if (player->rideActor == NULL) {
__assert("player->ride.actor != NULL", "../z_horse.c", 343);
}
func_8002DECC(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;
horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
if (horseActor == NULL) {
__assert("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;
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);
if (horseActor == NULL) {
__assert("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;
horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
if (horseActor == 0) {
__assert("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;
horseActor =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
if (horseActor == NULL) {
__assert("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.posRot.rot.y, 0, 7);
if (player->rideActor == NULL) {
__assert("player->ride.actor != NULL", "../z_horse.c", 561);
}
func_8002DECC(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);
if (player->rideActor == NULL) {
__assert("player->ride.actor != NULL", "../z_horse.c", 582);
}
func_8002DECC(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.posRot.pos.x;
D_8011F9B8[i].pos.y = player->actor.posRot.pos.y;
D_8011F9B8[i].pos.z = player->actor.posRot.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.posRot.rot.y, 0, D_8011F9B8[i].type);
if (player->rideActor == NULL) {
__assert("player->ride.actor != NULL", "../z_horse.c", 628);
}
func_8002DECC(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;
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);
if (player->rideActor == NULL) {
__assert("player->ride.actor != NULL", "../z_horse.c", 667);
}
player->actor.posRot.pos.x = D_8011F9B8[i].pos.x;
player->actor.posRot.pos.y = D_8011F9B8[i].pos.y;
player->actor.posRot.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;
func_8002DECC(globalCtx, player, player->rideActor);
func_8002DE74(globalCtx, player);
sp54.x = player->actor.posRot.pos.x - 200.0f;
sp54.y = player->actor.posRot.pos.y + 100.0f;
sp54.z = player->actor.posRot.pos.z;
Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamera, &player->actor.posRot.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->posRot.pos, arg1) - actor->posRot.rot.y;
if (x > arg2) {
actor->posRot.rot.y += arg2;
} else if (x < -arg2) {
actor->posRot.rot.y -= arg2;
} else {
actor->posRot.rot.y += x;
}
actor->shape.rot.y = actor->posRot.rot.y;
}