mm/src/code/z_horse.c

234 lines
8.7 KiB
C

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