Zelda64Recomp/patches/item_transform_tagging.c

192 lines
8.0 KiB
C

#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
// TODO replace these with externs when the recompiler can handle relocations in patches automatically.
Vec3f D_808C1C10 = { 0.0f, 0.0f, 0.0f };
Vec3f D_808C1C1C = { 0.0f, 0.0f, 900.0f };
Vec3f D_808C1C28 = { 0.0f, 500.0f, -3000.0f };
Vec3f D_808C1C34 = { 0.0f, -500.0f, -3000.0f };
Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
extern Gfx object_link_child_DL_01D960[];
extern Gfx gHookshotChainDL[];
#define THIS ((ArmsHook*)thisx)
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
f32 f0;
Player* player = GET_PLAYER(play);
if ((player->actor.draw != NULL) && (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
Vec3f sp68;
Vec3f sp5C;
Vec3f sp50;
f32 sp4C;
f32 sp48;
OPEN_DISPS(play->state.gfxCtx);
// @recomp Manually relocate ArmsHook_Shoot because it's an overlay symbol.
// TODO remove this when the recompiler handles relocations in patches automatically.
if (((ArmsHookActionFunc)actor_relocate(thisx, ArmsHook_Shoot) != this->actionFunc) || (this->timer <= 0)) {
Matrix_MultVec3f(&D_808C1C10, &this->unk1E0);
Matrix_MultVec3f(&D_808C1C28, &sp5C);
Matrix_MultVec3f(&D_808C1C34, &sp50);
this->weaponInfo.active = false;
} else {
Matrix_MultVec3f(&D_808C1C1C, &this->unk1E0);
Matrix_MultVec3f(&D_808C1C40, &sp5C);
Matrix_MultVec3f(&D_808C1C4C, &sp50);
}
func_80126440(play, &this->collider, &this->weaponInfo, &sp5C, &sp50);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
func_80122868(play, player);
// @recomp Tag the matrices for the hookshot tip and chain.
u32 cur_transform_id = actor_transform_id(thisx);
gEXMatrixGroupSimple(POLY_OPA_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_Vec3f_Diff(&player->rightHandWorld.pos, &this->actor.world.pos, &sp68);
sp48 = SQXZ(sp68);
sp4C = sqrtf(SQXZ(sp68));
Matrix_RotateYS(Math_Atan2S(sp68.x, sp68.z), MTXMODE_APPLY);
Matrix_RotateXS(Math_Atan2S(-sp68.y, sp4C), MTXMODE_APPLY);
f0 = sqrtf(SQ(sp68.y) + sp48);
Matrix_Scale(0.015f, 0.015f, f0 * 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gHookshotChainDL);
func_801229A0(play, player);
// @recomp Pop the transform id.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}
}
#undef THIS
extern Gfx gHookshotReticleDL[];
void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
CollisionPoly* poly;
s32 bgId;
Vec3f sp7C;
Vec3f sp70;
Vec3f pos;
D_801C094C.z = 0.0f;
Matrix_MultVec3f(&D_801C094C, &sp7C);
D_801C094C.z = hookshotDistance;
Matrix_MultVec3f(&D_801C094C, &sp70);
if (BgCheck_AnyLineTest3(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
if (!func_800B90AC(play, &player->actor, poly, bgId, &pos) ||
BgCheck_ProjectileLineTest(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
Vec3f sp58;
f32 sp54;
f32 scale;
OPEN_DISPS(play->state.gfxCtx);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sp58, &sp54);
scale = (sp54 < 200.0f) ? 0.08f : (sp54 / 200.0f) * 0.08f;
Matrix_Translate(pos.x, pos.y, pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
// @recomp Tag the reticle's transform.
gEXMatrixGroupSimple(OVERLAY_DISP++, HOOKSHOT_RETICLE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objectSlot].segment);
gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL);
// @recomp Pop the reticle's transform tag.
gEXPopMatrixGroup(OVERLAY_DISP, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
extern Gfx object_link_child_DL_017818[];
Gfx bowstring_start_hook_dl[] = {
// One command worth of space to copy the command that was overwritten.
gsDPNoOp(),
// Two commands worth of space for the gEXMatrixGroup.
gsDPNoOp(),
gsDPNoOp(),
gsSPMatrix(&gIdentityMtx, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL),
// Jump back to the original DL.
gsSPBranchList(object_link_child_DL_017818 + 1),
};
Gfx bowstring_end_hook_dl[] = {
// One command worth of space for the gEXPopMatrixGroup.
gsDPNoOp(),
// Return from the displaylist.
gsSPEndDisplayList(),
};
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
OverrideLimbDrawFlex overrideLimbDraw) {
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
// @recomp Force the closest LOD
lod = 0;
// @recomp If the player is a human, patch object_link_child_DL_017818 (the DL for the bowstring) with a transform tag.
if (this->transformation == PLAYER_FORM_HUMAN) {
gSegments[0x0C] = OS_K0_TO_PHYSICAL(cullDList);
Gfx* dl_virtual_address = (Gfx*)Lib_SegmentedToVirtual(object_link_child_DL_017818);
// Check if the commands have already been overwritten.
if ((dl_virtual_address[0].words.w0 >> 24) != G_DL) {
// Copy the first command before overwriting.
bowstring_start_hook_dl[0] = dl_virtual_address[0];
// Overwrite the first command with a branch.
gSPBranchList(dl_virtual_address, OS_K0_TO_PHYSICAL(bowstring_start_hook_dl));
Gfx* enddl_command = dl_virtual_address;
while ((enddl_command->words.w0 >> 24) != G_ENDDL) {
enddl_command++;
}
// Overwrite the last command with a branch.
gSPBranchList(enddl_command, bowstring_end_hook_dl);
// Write the transform tag command. Use simple interpolation to avoid issues from decomposition failure due to a scale of zero.
gEXMatrixGroupSimple(&bowstring_start_hook_dl[1], BOWSTRING_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
// Write the pop group command.
gEXPopMatrixGroup(&bowstring_end_hook_dl[0], G_MTX_MODELVIEW);
}
}
Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
&this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}