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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Start the Wart boss fight if the player looks up with analog cam (#308)
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@ -4,6 +4,10 @@
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#include "play_patches.h"
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#include "camera_patches.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/actors/ovl_Boss_04/z_boss_04.h"
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#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
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#include "z64shrink_window.h"
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#include "z64player.h"
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static bool prev_analog_cam_active = false;
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static bool can_use_analog_cam = false;
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@ -1894,3 +1898,206 @@ void skip_analog_cam_once() {
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analog_cam_skip_once = true;
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analog_cam_active = false;
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}
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extern void func_809ECD00(Boss04* this, PlayState* play);
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extern s32 func_800B7298(struct PlayState* play, Actor* csActor, u8 csAction);
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extern u8 D_809EE4D0;
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// @recomp Patch the Wart boss fight in the Great Bay temple so that the fight starts if you look at it with the right stick analog camera,
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// instead of requiring entering first person mode mode.
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void func_809EC568(Boss04* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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f32 x;
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f32 y;
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f32 z;
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s32 pad;
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// @recomp Manual relocation, TODO remove when automated.
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u8* D_809EE4D0_relocated = (u8*)actor_relocate(&this->actor, &D_809EE4D0);
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u16 maxProjectedPosToStartFight;
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// @recomp Change the maximun projected position to start the fight depending on whether analog camera is enabled or not.
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// The default vanilla value makes it so that you have to pretty much start in the corner in order to be able to get the angle it wants.
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if (analog_cam_active) {
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maxProjectedPosToStartFight = 600.0f;
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} else {
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maxProjectedPosToStartFight = 300.0f; // vanilla value
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}
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this->unk_704++;
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this->unk_1FE = 15;
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if ((this->unk_708 != 0) && (this->unk_708 < 10)) {
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this->actor.world.pos.y = (Math_SinS(this->unk_1F4 * 512) * 10.0f) + (this->actor.floorHeight + 160.0f);
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Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW);
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}
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switch (this->unk_708) {
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case 0:
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this->unk_2C8 = 50;
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this->unk_2D0 = 2000.0f;
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// @recomp do not require being in c-up mode if analog cam is enabled
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// also, use the new variable instead of the vanilla value to check if the player is looking at the boss.
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if (((player->stateFlags1 & PLAYER_STATE1_100000) || (recomp_analog_cam_enabled())) && (this->actor.projectedPos.z > 0.0f) &&
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(fabsf(this->actor.projectedPos.x) < maxProjectedPosToStartFight) && (fabsf(this->actor.projectedPos.y) < maxProjectedPosToStartFight)) {
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if ((this->unk_704 >= 15) && (CutsceneManager_GetCurrentCsId() == CS_ID_NONE)) {
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Actor* boss;
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this->unk_708 = 10;
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this->unk_704 = 0;
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Cutscene_StartManual(play, &play->csCtx);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
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player->actor.world.pos.x = this->unk_6E8;
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player->actor.world.pos.z = this->unk_6F0 + 410.0f;
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player->actor.shape.rot.y = 0x7FFF;
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player->actor.world.rot.y = player->actor.shape.rot.y;
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Math_Vec3f_Copy(&this->subCamEye, &player->actor.world.pos);
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this->subCamEye.y += 100.0f;
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Math_Vec3f_Copy(&this->subCamAt, &this->actor.world.pos);
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Play_EnableMotionBlur(150);
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this->subCamFov = 60.0f;
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boss = play->actorCtx.actorLists[ACTORCAT_BOSS].first;
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while (boss != NULL) {
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if (boss->id == ACTOR_EN_WATER_EFFECT) {
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Actor_Kill(boss);
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}
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boss = boss->next;
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}
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}
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} else {
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this->unk_704 = 0;
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}
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break;
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case 10:
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if (this->unk_704 == 3) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEMO_EYE);
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this->unk_74A = 1;
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}
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this->unk_2D0 = 10000.0f;
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this->unk_2C8 = 300;
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Math_ApproachF(&this->subCamFov, 20.0f, 0.3f, 11.0f);
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if (this->unk_704 == 40) {
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this->unk_708 = 11;
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this->unk_704 = 0;
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}
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break;
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case 11:
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if (this->unk_704 > 50) {
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this->unk_708 = 12;
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this->unk_704 = 0;
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this->actor.gravity = -3.0f;
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}
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break;
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case 13:
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if (this->unk_704 == 45) {
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this->unk_708 = 1;
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this->unk_704 = 0;
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func_800B7298(play, &this->actor, PLAYER_CSACTION_21);
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this->actor.gravity = 0.0f;
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break;
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}
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case 12:
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Actor_PlaySfx(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
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Math_ApproachF(&this->subCamAt.x, this->actor.world.pos.x, 0.5f, 1000.0f);
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Math_ApproachF(&this->subCamAt.y, this->actor.world.pos.y, 0.5f, 1000.0f);
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Math_ApproachF(&this->subCamAt.z, this->actor.world.pos.z, 0.5f, 1000.0f);
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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Audio_PlaySfx(NA_SE_IT_BIG_BOMB_EXPLOSION);
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this->unk_6F4 = 15;
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this->unk_708 = 13;
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this->unk_704 = 0;
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this->unk_2DA = 10;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, CLEAR_TAG_PARAMS(CLEAR_TAG_SPLASH));
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Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_JUMP_LEV_OLD - SFX_FLAG);
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this->subCamAtOscillator = 20;
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}
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break;
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case 1:
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player->actor.shape.rot.y = 0x7FFF;
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player->actor.world.rot.y = player->actor.shape.rot.y;
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Matrix_MultVecZ(-100.0f, &this->subCamEye);
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this->subCamEye.x += player->actor.world.pos.x;
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this->subCamEye.y = Player_GetHeight(player) + player->actor.world.pos.y + 36.0f;
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this->subCamEye.z += player->actor.world.pos.z;
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this->subCamAt.x = player->actor.world.pos.x;
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this->subCamAt.y = (Player_GetHeight(player) + player->actor.world.pos.y) - 4.0f;
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this->subCamAt.z = player->actor.world.pos.z;
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if (this->unk_704 >= 35) {
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this->unk_704 = 0;
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this->unk_708 = 2;
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this->unk_728 = -200.0f;
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}
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break;
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case 2:
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case 3:
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Matrix_MultVecZ(500.0f, &this->subCamEye);
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this->subCamEye.x += this->actor.world.pos.x;
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this->subCamEye.y += this->actor.world.pos.y - 50.0f;
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this->subCamEye.z += this->actor.world.pos.z;
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this->subCamAt.x = this->actor.world.pos.x;
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this->subCamAt.z = this->actor.world.pos.z;
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this->subCamAt.y = (this->actor.world.pos.y - 70.0f) + this->unk_728;
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Math_ApproachZeroF(&this->unk_728, 0.05f, this->unk_73C);
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Math_ApproachF(&this->unk_73C, 3.0f, 1.0f, 0.05f);
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if (this->unk_704 == 20) {
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this->unk_708 = 3;
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}
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if (this->unk_704 == 70) {
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this->unk_2C8 = 300;
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this->unk_2D0 = 0.0f;
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*D_809EE4D0_relocated = 1;
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this->unk_2E2 = 60;
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this->unk_2E0 = 93;
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}
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if (this->unk_704 > 140) {
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Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN);
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this->unk_708 = 0;
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func_809ECD00(this, play);
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mainCam->eye = this->subCamEye;
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mainCam->eyeNext = this->subCamEye;
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mainCam->at = this->subCamAt;
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Play_DisableMotionBlur();
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SET_EVENTINF(EVENTINF_60);
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}
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break;
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}
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if (this->subCamId != SUB_CAM_ID_DONE) {
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Vec3f subCamAt;
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ShrinkWindow_Letterbox_SetSizeTarget(27);
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if (this->subCamAtOscillator != 0) {
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this->subCamAtOscillator--;
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}
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Math_Vec3f_Copy(&subCamAt, &this->subCamAt);
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subCamAt.y += Math_SinS(this->subCamAtOscillator * 0x4000) * this->subCamAtOscillator * 1.5f;
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Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &this->subCamEye);
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Play_SetCameraFov(play, this->subCamId, this->subCamFov);
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Math_ApproachF(&this->subCamFov, 60.0f, 0.1f, 1.0f);
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}
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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x = player->actor.world.pos.x - this->actor.world.pos.x;
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y = player->actor.world.pos.y - this->actor.world.pos.y;
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z = player->actor.world.pos.z - this->actor.world.pos.z;
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this->actor.shape.rot.x = Math_Atan2S(-y, sqrtf(SQ(x) + SQ(z)));
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}
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@ -14,6 +14,7 @@ D_808DE5B0 = 0x808DE5B0;
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sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
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D_808890F0 = 0x808890F0;
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D_8088911C = 0x8088911C;
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D_809EE4D0 = 0x809EE4D0;
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/* Dummy addresses that get recompiled into function calls */
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recomp_puts = 0x8F000000;
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