Start the Wart boss fight if the player looks up with analog cam (#308)

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Reonu 2024-05-30 18:31:09 +01:00 committed by GitHub
parent a3d287575d
commit 3e5efc935e
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2 changed files with 208 additions and 0 deletions

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

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@ -14,6 +14,7 @@ D_808DE5B0 = 0x808DE5B0;
sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
D_808890F0 = 0x808890F0;
D_8088911C = 0x8088911C;
D_809EE4D0 = 0x809EE4D0;
/* Dummy addresses that get recompiled into function calls */
recomp_puts = 0x8F000000;