mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
138 lines
5.3 KiB
C
138 lines
5.3 KiB
C
#include "patches.h"
|
|
#include "transform_ids.h"
|
|
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
|
|
|
|
#define CUE_DIST_THRESHOLD 10.0f
|
|
|
|
CsCmdActorCue* prev_cues_checked[ARRAY_COUNT(((CutsceneContext*)0)->actorCues)] = {0};
|
|
|
|
void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
|
|
Vec3f startPos;
|
|
Vec3f endPos;
|
|
CsCmdActorCue* cue = play->csCtx.actorCues[cueChannel];
|
|
f32 lerp;
|
|
|
|
startPos.x = cue->startPos.x;
|
|
startPos.y = cue->startPos.y;
|
|
startPos.z = cue->startPos.z;
|
|
endPos.x = cue->endPos.x;
|
|
endPos.y = cue->endPos.y;
|
|
endPos.z = cue->endPos.z;
|
|
|
|
lerp = Environment_LerpWeight(cue->endFrame, cue->startFrame, play->csCtx.curFrame);
|
|
|
|
// @recomp Check if this is a new cue for a given channel.
|
|
if (prev_cues_checked[cueChannel] != cue) {
|
|
// New cue, so check if the start position of this cue is significantly different than the actor's current position.
|
|
if (Math3D_Distance(&startPos, &actor->world.pos) > CUE_DIST_THRESHOLD) {
|
|
// The actor is probably being teleported, so skip interpolation for them this frame.
|
|
actor_set_interpolation_skipped(actor);
|
|
}
|
|
}
|
|
// @recomp Update tracking for this channel's most recent cue.
|
|
prev_cues_checked[cueChannel] = cue;
|
|
|
|
VEC3F_LERPIMPDST(&actor->world.pos, &startPos, &endPos, lerp);
|
|
}
|
|
|
|
extern EnHorseCsFunc D_808890F0[];
|
|
extern EnHorseCsFunc D_8088911C[];
|
|
|
|
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
|
|
void func_80884718(EnHorse* this, PlayState* play) {
|
|
CsCmdActorCue* cue;
|
|
|
|
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_112)) {
|
|
this->cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_112);
|
|
cue = play->csCtx.actorCues[this->cueChannel];
|
|
|
|
this->unk_1EC |= 0x20;
|
|
if (this->cueId != cue->id) {
|
|
if (this->cueId == -1) {
|
|
// @recomp Being teleported by a new cue, so skip interpolation.
|
|
actor_set_interpolation_skipped(&this->actor);
|
|
|
|
this->actor.world.pos.x = cue->startPos.x;
|
|
this->actor.world.pos.y = cue->startPos.y;
|
|
this->actor.world.pos.z = cue->startPos.z;
|
|
|
|
this->actor.world.rot.y = cue->rot.y;
|
|
this->actor.shape.rot = this->actor.world.rot;
|
|
|
|
this->actor.prevPos = this->actor.world.pos;
|
|
}
|
|
|
|
this->cueId = cue->id;
|
|
// @recomp Manual relocation, TODO remove when automated.
|
|
EnHorseCsFunc* D_808890F0_reloc = actor_relocate(&this->actor, D_808890F0);
|
|
if (D_808890F0_reloc[this->cueId] != NULL) {
|
|
D_808890F0_reloc[this->cueId](this, play, cue);
|
|
}
|
|
}
|
|
|
|
// @recomp Manual relocation, TODO remove when automated.
|
|
EnHorseCsFunc* D_8088911C_reloc = actor_relocate(&this->actor, D_8088911C);
|
|
if (D_8088911C_reloc[this->cueId] != NULL) {
|
|
D_8088911C_reloc[this->cueId](this, play, cue);
|
|
}
|
|
}
|
|
}
|
|
|
|
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
|
|
void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
|
|
// @recomp Being teleported by a new cue, so skip interpolation.
|
|
actor_set_interpolation_skipped(&this->actor);
|
|
|
|
this->actor.world.pos.x = cue->startPos.x;
|
|
this->actor.world.pos.y = cue->startPos.y;
|
|
this->actor.world.pos.z = cue->startPos.z;
|
|
|
|
this->actor.world.rot.y = cue->rot.y;
|
|
this->actor.shape.rot = this->actor.world.rot;
|
|
|
|
this->actor.prevPos = this->actor.world.pos;
|
|
}
|
|
|
|
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
|
|
void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
|
|
// @recomp Being teleported by a new cue, so skip interpolation.
|
|
actor_set_interpolation_skipped(&this->actor);
|
|
|
|
this->actor.world.pos.x = cue->startPos.x;
|
|
this->actor.world.pos.y = cue->startPos.y;
|
|
this->actor.world.pos.z = cue->startPos.z;
|
|
|
|
this->currentYaw = this->actor.shape.rot.y = cue->rot.y;
|
|
}
|
|
|
|
CsCmdActorCue* prev_link_cue = NULL;
|
|
|
|
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
|
|
void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|
f32 startX = cue->startPos.x;
|
|
f32 startY = cue->startPos.y;
|
|
f32 startZ = cue->startPos.z;
|
|
f32 diffX = cue->endPos.x - startX;
|
|
f32 diffY = cue->endPos.y - startY;
|
|
f32 diffZ = cue->endPos.z - startZ;
|
|
f32 progress = (((f32)(play->csCtx.curFrame - cue->startFrame)) / ((f32)(cue->endFrame - cue->startFrame)));
|
|
|
|
// @recomp Check if this is a new cue for a given channel.
|
|
if (prev_link_cue != cue) {
|
|
// New cue, so check if the start position of this cue is significantly different than the actor's current position.
|
|
Vec3f start_pos;
|
|
start_pos.x = startX;
|
|
start_pos.y = startY;
|
|
start_pos.z = startZ;
|
|
if (Math3D_Distance(&start_pos, &this->actor.world.pos) > CUE_DIST_THRESHOLD) {
|
|
// The actor is probably being teleported, so skip interpolation for them this frame.
|
|
actor_set_interpolation_skipped(&this->actor);
|
|
}
|
|
}
|
|
prev_link_cue = cue;
|
|
|
|
this->actor.world.pos.x = (diffX * progress) + startX;
|
|
this->actor.world.pos.y = (diffY * progress) + startY;
|
|
this->actor.world.pos.z = (diffZ * progress) + startZ;
|
|
}
|