mirror of https://github.com/zeldaret/mm.git
234 lines
8.7 KiB
C
234 lines
8.7 KiB
C
#include "global.h"
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#include "z64horse.h"
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#include "overlays/actors/ovl_Bg_Umajump/z_bg_umajump.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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s32 Horse_GetJumpingFencePathIndex(PlayState* play) {
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Actor* actor;
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for (actor = NULL;; actor = actor->next) {
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actor = SubS_FindActor(play, actor, ACTORCAT_PROP, ACTOR_BG_UMAJUMP);
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if (actor == NULL) {
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break;
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}
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if (actor->params == BG_UMAJUMP_TYPE_2) {
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return ((BgUmajump*)actor)->pathIndex;
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}
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}
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return -1;
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}
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// unused
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s32 Horse_CopyPointFromPathList(PlayState* play, s32 pathIndex, s32 pointIndex, Vec3s* dst, s16* arg4) {
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Path* path = &play->setupPathList[pathIndex];
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Vec3s* points;
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s32 count = path->count;
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dst->x = 0;
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dst->y = 0;
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dst->z = 0;
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*arg4 = 0;
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if (count == 0) {
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return false;
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}
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if (pointIndex >= count) {
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return false;
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}
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points = Lib_SegmentedToVirtual(path->points);
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points += pointIndex;
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dst->x = points->x;
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dst->y = points->y;
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dst->z = points->z;
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*arg4 = 0;
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return true;
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}
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typedef struct HorseValidScene {
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/* 0x0 */ s16 sceneId;
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/* 0x2 */ s16 sceneLayerMinusOne;
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} HorseValidScene; // size = 0x4
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HorseValidScene sHorseValidScenes[] = {
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{ SCENE_00KEIKOKU, 0 }, // Termina Field
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{ SCENE_24KEMONOMITI, 0 }, // Road to southern swap
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{ SCENE_F01, 0 }, // Romani ranch
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{ SCENE_KOEPONARACE, 0 }, // Gorman track
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{ SCENE_20SICHITAI, 0 }, // Southern swamp poisoned
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{ SCENE_20SICHITAI2, 0 }, // Souther swamp clear
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{ SCENE_30GYOSON, 0 }, // Great bay coast
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{ SCENE_31MISAKI, 0 }, // Zora cape
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{ SCENE_ROMANYMAE, 0 }, // Milk road
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{ SCENE_IKANAMAE, 0 }, // Road to Ikana
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{ SCENE_13HUBUKINOMITI, 0 }, // Path to Mountain Village
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};
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s32 Horse_IsValidSpawn(s16 sceneId) {
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s32 i;
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for (i = 0; i < ARRAY_COUNT(sHorseValidScenes); i++) {
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if (sceneId == sHorseValidScenes[i].sceneId) {
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return true;
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}
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}
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return false;
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}
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void Horse_ResetHorseData(PlayState* play) {
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gSaveContext.save.saveInfo.horseData.sceneId = SCENE_F01;
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gSaveContext.save.saveInfo.horseData.pos.x = -1420;
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gSaveContext.save.saveInfo.horseData.pos.y = 257;
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gSaveContext.save.saveInfo.horseData.pos.z = -1285;
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gSaveContext.save.saveInfo.horseData.yaw = 0x2AAA;
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}
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s32 gHorseIsMounted = false;
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s32 D_801BDAA0 = false;
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s32 gHorsePlayedEponasSong = false;
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HorseValidScene sHorseValidSceneLayers[] = {
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{ SCENE_00KEIKOKU, 5 - 1 }, // Termina Field - First Cycle
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{ SCENE_30GYOSON, 1 - 1 }, // Great Bay Coast - Post-Gyorg
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{ SCENE_31MISAKI, 1 - 1 }, // Zora Cape - Post-Gyorg
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{ SCENE_13HUBUKINOMITI, 1 - 1 }, // Path to Mountain Village - Post-Goht
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};
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s32 Horse_IsValidSceneLayer(PlayState* play, Player* player) {
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s32 i;
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if (gSaveContext.sceneLayer == 0) {
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return true;
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}
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for (i = 0; i < ARRAY_COUNT(sHorseValidSceneLayers); i++) {
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if ((sHorseValidSceneLayers[i].sceneId == play->sceneId) &&
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(gSaveContext.sceneLayer == sHorseValidSceneLayers[i].sceneLayerMinusOne + 1)) {
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return true;
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}
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}
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return false;
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}
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void Horse_SpawnOverworld(PlayState* play, Player* player) {
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if (!Horse_IsValidSceneLayer(play, player)) {
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return;
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}
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if (gHorseIsMounted && CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
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s32 pad;
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Vec3f pos = player->actor.world.pos;
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f32 yIntersect;
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CollisionPoly* poly;
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s32 pad2[3];
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pos.y += 5.0f;
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yIntersect = BgCheck_EntityRaycastFloor1(&play->colCtx, &poly, &pos);
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if (yIntersect == BGCHECK_Y_MIN) {
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yIntersect = player->actor.world.pos.y;
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}
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x, yIntersect,
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player->actor.world.pos.z, player->actor.shape.rot.x, player->actor.shape.rot.y,
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player->actor.shape.rot.z, ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_11));
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Actor_MountHorse(play, player, player->rideActor);
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Actor_SetCameraHorseSetting(play, player);
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} else if ((play->sceneId == gSaveContext.save.saveInfo.horseData.sceneId) && CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
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if (Horse_IsValidSpawn(gSaveContext.save.saveInfo.horseData.sceneId)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.save.saveInfo.horseData.pos.x,
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gSaveContext.save.saveInfo.horseData.pos.y, gSaveContext.save.saveInfo.horseData.pos.z, 0,
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gSaveContext.save.saveInfo.horseData.yaw, 0, ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_1));
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} else {
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Horse_ResetHorseData(play);
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}
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} else if ((play->sceneId == SCENE_F01) && !CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1420.0f, 257.0f, -1285.0f, 0, 0x2AAA, 0,
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ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_1));
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} else if (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && Horse_IsValidSpawn(play->sceneId)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x, player->actor.world.pos.y,
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player->actor.world.pos.z, 0, player->actor.shape.rot.y, 0,
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ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_2));
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}
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}
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void Horse_SpawnMinigame(PlayState* play, Player* player) {
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if ((play->sceneId == SCENE_KOEPONARACE) &&
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(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_START)) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1262.0f, -106.0f, 470.0f, 0, 0x7FFF, 0,
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ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_13));
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Actor_MountHorse(play, player, player->rideActor);
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Actor_SetCameraHorseSetting(play, player);
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} else if ((play->sceneId == SCENE_KOEPONARACE) &&
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((GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_3) ||
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(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_2))) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1741.0f, -106.0f, -641.0f, 0, -0x4FA4, 0,
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ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_1));
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} else if ((gSaveContext.save.entrance == ENTRANCE(ROMANI_RANCH, 0)) && (Cutscene_GetSceneLayer(play) != 0) &&
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(player->transformation == PLAYER_FORM_HUMAN)) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1106.0f, 260.0f, -1185.0f, 0, 0x13, 0,
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ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_7));
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Actor_MountHorse(play, player, player->rideActor);
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Actor_SetCameraHorseSetting(play, player);
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}
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}
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void Horse_Spawn(PlayState* play, Player* player) {
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if (((play->sceneId == SCENE_KOEPONARACE) &&
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(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_START)) ||
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((play->sceneId == SCENE_F01) && (((gSaveContext.sceneLayer == 1)) || (gSaveContext.sceneLayer == 5)) &&
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(player->transformation == PLAYER_FORM_HUMAN)) ||
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((play->sceneId == SCENE_KOEPONARACE) &&
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(((GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_3)) ||
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(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_2)))) {
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// Gorman Track and horse state is either STATE_START, STATE_2 or STATE_3
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// or Romani Ranch, Player is Human and scene layer is either 1 or 5
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Horse_SpawnMinigame(play, player);
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} else {
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Horse_SpawnOverworld(play, player);
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}
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D_801BDAA0 = false;
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}
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void Horse_RotateToPoint(Actor* actor, Vec3f* pos, s16 turnYaw) {
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s16 yaw = Math_Vec3f_Yaw(&actor->world.pos, pos) - actor->world.rot.y;
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if (yaw > turnYaw) {
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actor->world.rot.y += turnYaw;
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} else if (yaw < -turnYaw) {
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actor->world.rot.y -= turnYaw;
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} else {
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actor->world.rot.y += yaw;
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}
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actor->shape.rot.y = actor->world.rot.y;
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}
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s32 Horse_IsActive(PlayState* play, ActorContext* actorCtx) {
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Actor* bgActor = actorCtx->actorLists[ACTORCAT_BG].first;
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if (bgActor != NULL) {
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while (true) {
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if ((bgActor->update != NULL) && (bgActor->init == NULL)) {
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if (Object_IsLoaded(&play->objectCtx, bgActor->objBankIndex)) {
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if ((bgActor->id == ACTOR_EN_HORSE) && (((EnHorse*)bgActor)->action != ENHORSE_ACTION_INACTIVE)) {
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return true;
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}
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}
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}
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bgActor = bgActor->next;
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if (bgActor == NULL) {
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break;
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}
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}
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}
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return false;
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}
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