mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-09-20 18:59:53 +02:00
194 lines
8.1 KiB
C
194 lines
8.1 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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// TODO replace these with externs when the recompiler can handle relocations in patches automatically.
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Vec3f D_808C1C10 = { 0.0f, 0.0f, 0.0f };
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Vec3f D_808C1C1C = { 0.0f, 0.0f, 900.0f };
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Vec3f D_808C1C28 = { 0.0f, 500.0f, -3000.0f };
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Vec3f D_808C1C34 = { 0.0f, -500.0f, -3000.0f };
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Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
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Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
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extern Gfx object_link_child_DL_01D960[];
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extern Gfx gHookshotChainDL[];
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#define THIS ((ArmsHook*)thisx)
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void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
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void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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f32 f0;
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Player* player = GET_PLAYER(play);
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if ((player->actor.draw != NULL) && (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
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Vec3f sp68;
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Vec3f sp5C;
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Vec3f sp50;
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f32 sp4C;
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f32 sp48;
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Manually relocate ArmsHook_Shoot because it's an overlay symbol.
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// TODO remove this when the recompiler handles relocations in patches automatically.
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if (((ArmsHookActionFunc)actor_relocate(thisx, ArmsHook_Shoot) != this->actionFunc) || (this->timer <= 0)) {
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Matrix_MultVec3f(&D_808C1C10, &this->unk1E0);
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Matrix_MultVec3f(&D_808C1C28, &sp5C);
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Matrix_MultVec3f(&D_808C1C34, &sp50);
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this->weaponInfo.active = false;
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} else {
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Matrix_MultVec3f(&D_808C1C1C, &this->unk1E0);
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Matrix_MultVec3f(&D_808C1C40, &sp5C);
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Matrix_MultVec3f(&D_808C1C4C, &sp50);
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}
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func_80126440(play, &this->collider, &this->weaponInfo, &sp5C, &sp50);
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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func_80122868(play, player);
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// @recomp Tag the matrices for the hookshot tip and chain.
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u32 cur_transform_id = actor_transform_id(thisx);
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gEXMatrixGroupSimple(POLY_OPA_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->rightHandWorld.pos, &this->actor.world.pos, &sp68);
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sp48 = SQXZ(sp68);
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sp4C = sqrtf(SQXZ(sp68));
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Matrix_RotateYS(Math_Atan2S(sp68.x, sp68.z), MTXMODE_APPLY);
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Matrix_RotateXS(Math_Atan2S(-sp68.y, sp4C), MTXMODE_APPLY);
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f0 = sqrtf(SQ(sp68.y) + sp48);
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Matrix_Scale(0.015f, 0.015f, f0 * 0.01f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gHookshotChainDL);
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func_801229A0(play, player);
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// @recomp Pop the transform id.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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#undef THIS
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extern Gfx gHookshotReticleDL[];
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void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
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static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
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CollisionPoly* poly;
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s32 bgId;
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Vec3f sp7C;
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Vec3f sp70;
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Vec3f pos;
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D_801C094C.z = 0.0f;
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Matrix_MultVec3f(&D_801C094C, &sp7C);
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D_801C094C.z = hookshotDistance;
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Matrix_MultVec3f(&D_801C094C, &sp70);
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if (BgCheck_AnyLineTest3(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
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if (!func_800B90AC(play, &player->actor, poly, bgId, &pos) ||
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BgCheck_ProjectileLineTest(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
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Vec3f sp58;
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f32 sp54;
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f32 scale;
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OPEN_DISPS(play->state.gfxCtx);
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sp58, &sp54);
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scale = (sp54 < 200.0f) ? 0.08f : (sp54 / 200.0f) * 0.08f;
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Matrix_Translate(pos.x, pos.y, pos.z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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// @recomp Tag the reticle's transform.
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gEXMatrixGroupSimple(OVERLAY_DISP++, HOOKSHOT_RETICLE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objectSlot].segment);
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gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL);
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// @recomp Pop the reticle's transform tag.
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gEXPopMatrixGroup(OVERLAY_DISP);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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}
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extern Gfx object_link_child_DL_017818[];
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Gfx bowstring_start_hook_dl[] = {
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// One command worth of space to copy the command that was overwritten.
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gsDPNoOp(),
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// Two commands worth of space for the gEXMatrixGroup.
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gsDPNoOp(),
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gsDPNoOp(),
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gsSPMatrix(&gIdentityMtx, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL),
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// Jump back to the original DL.
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gsSPBranchList(object_link_child_DL_017818 + 1),
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};
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Gfx bowstring_end_hook_dl[] = {
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// One command worth of space for the gEXPopMatrixGroup.
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gsDPNoOp(),
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// Return from the displaylist.
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gsSPEndDisplayList(),
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};
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void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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OverrideLimbDrawFlex overrideLimbDraw) {
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
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gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
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// @recomp Force the closest LOD
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lod = 0;
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// @recomp If the player is a human, patch object_link_child_DL_017818 (the DL for the bowstring) with a transform tag.
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if (this->transformation == PLAYER_FORM_HUMAN) {
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gSegments[0x0C] = OS_K0_TO_PHYSICAL(cullDList);
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Gfx* dl_virtual_address = (Gfx*)Lib_SegmentedToVirtual(object_link_child_DL_017818);
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// Check if the commands have already been overwritten.
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if ((dl_virtual_address[0].words.w0 >> 24) != G_DL) {
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// Copy the first command before overwriting.
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bowstring_start_hook_dl[0] = dl_virtual_address[0];
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// Overwrite the first command with a branch.
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gSPBranchList(dl_virtual_address, OS_K0_TO_PHYSICAL(bowstring_start_hook_dl));
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Gfx* enddl_command = dl_virtual_address;
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while ((enddl_command->words.w0 >> 24) != G_ENDDL) {
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enddl_command++;
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}
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// Overwrite the last command with a branch.
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gSPBranchList(enddl_command, bowstring_end_hook_dl);
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// Write the transform tag command. Use simple interpolation to avoid issues from decomposition failure due to a scale of zero.
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gEXMatrixGroupSimple(&bowstring_start_hook_dl[1], BOWSTRING_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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// Write the pop group command.
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gEXPopMatrixGroup(&bowstring_end_hook_dl[0]);
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}
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}
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// @recomp Manually relocate Player_PostLimbDrawGameplay.
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// TODO remove this when the recompiler can relocate patch code.
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Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
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this->transformation, 0, this->actor.shape.face, overrideLimbDraw, (PostLimbDrawFlex)actor_relocate(&this->actor, Player_PostLimbDrawGameplay),
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&this->actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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