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397e481f9a
* Use `SCENE_` enum more * Decimal for pos in `D_8011F9B8` * `__osEventStateTab`: length `OS_NUM_EVENTS + 1` -> `OS_NUM_EVENTS` * thone -> throne * `s` on local data * minor sfxId cleanup * Run formatter * Fixup 0x19 + 1 = 0x1A, not 0x20 lol * Tlut -> TLUT * DemoKankyo params usage cleanup * Some proofreading (up to z_actor.c) * Revert 0 -> sfxId, add todo comment (sfxId=0 is weird apparently) * `sZdWaterBox` -> `sZorasDomainWaterBox` * `msgMode == MSGMODE_`, not `GAMEMODE_` (my bad Sadge)
276 lines
12 KiB
C
276 lines
12 KiB
C
#include "global.h"
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#include "vt.h"
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#include "src/overlays/actors/ovl_En_Horse/z_en_horse.h"
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s32 func_8006CFC0(s32 scene) {
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s32 validScenes[] = { SCENE_SPOT00, SCENE_SPOT06, SCENE_SPOT09, SCENE_SPOT12, SCENE_SPOT20 };
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s32 i;
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for (i = 0; i < ARRAY_COUNT(validScenes); i++) {
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if (scene == validScenes[i]) {
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return 1;
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}
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}
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return 0;
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}
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void func_8006D074(PlayState* play) {
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gSaveContext.horseData.scene = SCENE_SPOT00;
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gSaveContext.horseData.pos.x = -1840;
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gSaveContext.horseData.pos.y = 72;
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gSaveContext.horseData.pos.z = 5497;
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gSaveContext.horseData.angle = -27353;
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}
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void func_8006D0AC(PlayState* play) {
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if (gSaveContext.horseData.scene == SCENE_SPOT06) {
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gSaveContext.horseData.scene = SCENE_SPOT06;
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gSaveContext.horseData.pos.x = -2065;
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gSaveContext.horseData.pos.y = -863;
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gSaveContext.horseData.pos.z = 1839;
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gSaveContext.horseData.angle = 0;
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}
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}
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typedef struct {
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/* 0x00 */ s16 scene;
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/* 0x02 */ Vec3s pos;
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/* 0x08 */ s16 angle;
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/* 0x0A */ s16 type;
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} HorseSpawn;
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void func_8006D0EC(PlayState* play, Player* player) {
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s32 i;
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HorseSpawn horseSpawns[] = {
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{ SCENE_SPOT00, -460, 100, 6640, 0, 2 }, { SCENE_SPOT06, -1929, -1025, 768, 0, 2 },
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{ SCENE_SPOT09, 2566, -259, 767, 0, 2 }, { SCENE_SPOT12, -328, 10, 953, 0, 2 },
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{ SCENE_SPOT20, 928, 0, -2280, 0, 2 },
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};
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if ((AREG(6) != 0) && (Flags_GetEventChkInf(EVENTCHKINF_18) || (DREG(1) != 0))) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x,
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player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
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player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 343);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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gSaveContext.horseData.scene = play->sceneNum;
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if (play->sceneNum == SCENE_SPOT12) {
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player->rideActor->room = -1;
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}
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} else if ((play->sceneNum == SCENE_SPOT12) && (gSaveContext.minigameState == 3)) {
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Actor* horseActor;
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gSaveContext.minigameState = 0;
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horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1);
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horseActor->room = -1;
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} else if ((gSaveContext.entranceIndex == ENTR_SPOT20_7) && GET_EVENTCHKINF(EVENTCHKINF_18)) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 389);
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} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
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(Flags_GetEventChkInf(EVENTCHKINF_18) || DREG(1) != 0)) {
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// "Set by existence of horse %d %d %d"
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osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene,
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Flags_GetEventChkInf(EVENTCHKINF_18), DREG(1));
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if (func_8006CFC0(gSaveContext.horseData.scene)) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x,
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gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0,
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gSaveContext.horseData.angle, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 414);
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if (play->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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} else {
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osSyncPrintf(VT_COL(RED, WHITE));
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// "Horse_SetNormal():%d set spot is no good."
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osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
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osSyncPrintf(VT_RST);
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func_8006D074(play);
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}
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} else if ((play->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(EVENTCHKINF_18) && (DREG(1) == 0)) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 443);
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} else if (Flags_GetEventChkInf(EVENTCHKINF_18) || (DREG(1) != 0)) {
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for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
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HorseSpawn* horseSpawn = &horseSpawns[i];
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if (horseSpawn->scene == play->sceneNum) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
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horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 466);
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if (play->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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break;
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}
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}
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} else if (!Flags_GetEventChkInf(EVENTCHKINF_18)) {
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if ((DREG(1) == 0) && (play->sceneNum == SCENE_SOUKO) && !IS_DAY) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1);
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}
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}
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}
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typedef struct {
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/* 0x00 */ s16 scene;
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/* 0x04 */ s32 cutsceneIndex;
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/* 0x08 */ Vec3s pos;
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/* 0x0E */ s16 angle;
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/* 0x10 */ s16 type;
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} struct_8011F9B8;
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void func_8006D684(PlayState* play, Player* player) {
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s32 pad;
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s32 i;
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Vec3s spawnPos;
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if ((gSaveContext.entranceIndex == ENTR_SPOT00_11 || gSaveContext.entranceIndex == ENTR_SPOT00_12 ||
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gSaveContext.entranceIndex == ENTR_SPOT00_13 || gSaveContext.entranceIndex == ENTR_SPOT00_15) &&
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(gSaveContext.respawnFlag == 0)) {
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Vec3s spawnPositions[] = {
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{ -2961, 313, 7700 },
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{ -1900, 313, 7015 },
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{ -4043, 313, 6933 },
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{ -2313, 313, 5990 },
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};
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if (gSaveContext.entranceIndex == ENTR_SPOT00_11) {
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spawnPos = spawnPositions[0];
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} else if (gSaveContext.entranceIndex == ENTR_SPOT00_12) {
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spawnPos = spawnPositions[1];
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} else if (gSaveContext.entranceIndex == ENTR_SPOT00_13) {
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spawnPos = spawnPositions[2];
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} else {
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spawnPos = spawnPositions[3];
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}
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y, spawnPos.z, 0,
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player->actor.world.rot.y, 0, 7);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 561);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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gSaveContext.horseData.scene = play->sceneNum;
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} else if ((play->sceneNum == SCENE_SPOT20) && (GET_EVENTINF_HORSES_STATE() == EVENTINF_HORSES_STATE_6) &&
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!Flags_GetEventChkInf(EVENTCHKINF_18) && (DREG(1) == 0)) {
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 582);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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gSaveContext.horseData.scene = play->sceneNum;
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if (play->sceneNum == SCENE_SPOT12) {
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player->rideActor->room = -1;
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}
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} else {
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static struct_8011F9B8 D_8011F9B8[] = {
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{ SCENE_SPOT12, 0xFFF0, { 3600, 1413, 360 }, 0x8001, 8 },
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{ SCENE_SPOT20, 0xFFF0, { -250, 1, -1580 }, 0x4000, 6 },
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{ SCENE_SPOT20, 0xFFF1, { 0, 0, 0 }, 0x0000, 5 },
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{ SCENE_SPOT20, 0xFFF5, { 0, 0, 0 }, 0x0000, 7 },
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{ SCENE_SPOT00, 0xFFF3, { -2961, 313, 7700 }, 0x0000, 7 },
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{ SCENE_SPOT00, 0xFFF4, { -1900, 313, 7015 }, 0x0000, 7 },
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{ SCENE_SPOT00, 0xFFF5, { -4043, 313, 6933 }, 0x0000, 7 },
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{ SCENE_SPOT00, 0xFFF6, { -4043, 313, 6933 }, 0x0000, 7 },
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};
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for (i = 0; i < ARRAY_COUNT(D_8011F9B8); i++) {
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if ((play->sceneNum == D_8011F9B8[i].scene) &&
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(((void)0, gSaveContext.cutsceneIndex) == D_8011F9B8[i].cutsceneIndex)) {
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if (D_8011F9B8[i].type == 7) {
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if ((play->sceneNum == SCENE_SPOT20) && (((void)0, gSaveContext.cutsceneIndex) == 0xFFF1)) {
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D_8011F9B8[i].pos.x = player->actor.world.pos.x;
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D_8011F9B8[i].pos.y = player->actor.world.pos.y;
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D_8011F9B8[i].pos.z = player->actor.world.pos.z;
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}
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 628);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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} else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) {
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Vec3f sp54;
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s32 temp = 0;
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if (GET_EVENTINF_HORSES_HORSETYPE() != HORSE_EPONA && D_8011F9B8[i].type == 6) {
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temp = 0x8000;
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}
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 667);
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player->actor.world.pos.x = D_8011F9B8[i].pos.x;
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player->actor.world.pos.y = D_8011F9B8[i].pos.y;
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player->actor.world.pos.z = D_8011F9B8[i].pos.z;
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player->actor.shape.rot.x = player->actor.shape.rot.z = 0;
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player->actor.shape.rot.y = D_8011F9B8[i].angle;
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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sp54.x = player->actor.world.pos.x - 200.0f;
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sp54.y = player->actor.world.pos.y + 100.0f;
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sp54.z = player->actor.world.pos.z;
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Play_CameraSetAtEye(play, play->activeCamId, &player->actor.world.pos, &sp54);
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} else {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type);
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}
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break;
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}
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}
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}
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}
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void func_8006DC68(PlayState* play, Player* player) {
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if (LINK_IS_ADULT) {
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if (!func_8006CFC0(gSaveContext.horseData.scene)) {
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osSyncPrintf(VT_COL(RED, WHITE));
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// "Horse_Set_Check():%d set spot is no good."
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osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
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osSyncPrintf(VT_RST);
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func_8006D074(play);
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}
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if (func_8006CFC0(play->sceneNum)) {
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if ((gSaveContext.sceneSetupIndex > 3) ||
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((gSaveContext.entranceIndex == ENTR_SPOT00_11 || gSaveContext.entranceIndex == ENTR_SPOT00_12 ||
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gSaveContext.entranceIndex == ENTR_SPOT00_13 || gSaveContext.entranceIndex == ENTR_SPOT00_15) &&
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(gSaveContext.respawnFlag == 0)) ||
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((play->sceneNum == SCENE_SPOT20) && (GET_EVENTINF_HORSES_STATE() == EVENTINF_HORSES_STATE_6) &&
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!Flags_GetEventChkInf(EVENTCHKINF_18) && (DREG(1) == 0))) {
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func_8006D684(play, player);
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} else {
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func_8006D0EC(play, player);
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}
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}
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}
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}
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void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2) {
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s16 x = Math_Vec3f_Yaw(&actor->world.pos, arg1) - actor->world.rot.y;
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if (x > arg2) {
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actor->world.rot.y += arg2;
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} else if (x < -arg2) {
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actor->world.rot.y -= arg2;
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} else {
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actor->world.rot.y += x;
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}
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actor->shape.rot.y = actor->world.rot.y;
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}
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