Zelda64Recomp/patches/input.c

207 lines
5.8 KiB
C

#include "patches.h"
#include "input.h"
s32 func_80847190(PlayState* play, Player* this, s32 arg2);
s16 func_80832754(Player* this, s32 arg1);
s32 func_8082EF20(Player* this);
// Patched to add gyro aiming
s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
s32 pad;
s16 var_s0;
if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
var_s0 = play->state.input[0].rel.stick_y * 0xF0;
Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
var_s0 = play->state.input[0].rel.stick_x * -0x10;
var_s0 = CLAMP(var_s0, -0xBB8, 0xBB8);
this->actor.focus.rot.y += var_s0;
}
else {
float gyro_x, gyro_y;
recomp_get_gyro_deltas(&gyro_x, &gyro_y);
s16 temp3;
temp3 = ((play->state.input[0].rel.stick_y >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_y * 0xC8)) * 1500.0f);
this->actor.focus.rot.x += temp3 + (s32)(gyro_x * -3.0f);
if (this->stateFlags1 & PLAYER_STATE1_800000) {
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -0x1F40, 0xFA0);
}
else {
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -0x36B0, 0x36B0);
}
var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
temp3 = ((play->state.input[0].rel.stick_x >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_x * 0xC8)) * -1500.0f);
var_s0 += temp3 + (s32)(gyro_y * 3.0f);
this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
}
this->unk_AA6 |= 2;
return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
}
#if 0
u32 sPlayerItemButtons[] = {
BTN_B,
BTN_CLEFT,
BTN_CDOWN,
BTN_CRIGHT,
};
u32 sPlayerItemButtonsDualAnalog[] = {
BTN_B,
BTN_DLEFT,
BTN_DDOWN,
BTN_DRIGHT
};
u32 prev_item_buttons = 0;
u32 cur_item_buttons = 0;
u32 pressed_item_buttons = 0;
u32 released_item_buttons = 0;
typedef enum {
EQUIP_SLOT_EX_DEKU = -2,
EQUIP_SLOT_EX_GORON = -3,
EQUIP_SLOT_EX_ZORA = -4,
EQUIP_SLOT_EX_OCARINA = -5
} EquipSlotEx;
static inline void dup_to_cup(u16* button) {
if (*button & BTN_DUP) {
*button |= BTN_CUP;
}
}
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
if (recomp_camera_mode == RECOMP_CAMERA_DUALANALOG) {
gameState->input[0].cur.button &= ~BTN_CUP;
gameState->input[0].press.button &= ~BTN_CUP;
gameState->input[0].rel.button &= ~BTN_CUP;
dup_to_cup(&gameState->input[0].cur.button);
dup_to_cup(&gameState->input[0].press.button);
dup_to_cup(&gameState->input[0].rel.button);
}
prev_item_buttons = cur_item_buttons;
recomp_get_item_inputs(&cur_item_buttons);
u32 button_diff = prev_item_buttons ^ cur_item_buttons;
pressed_item_buttons = cur_item_buttons & button_diff;
released_item_buttons = prev_item_buttons & button_diff;
}
struct SlotMap {
u32 button;
EquipSlotEx slot;
};
struct SlotMap exSlotMapping[] = {
{BTN_DLEFT, EQUIP_SLOT_EX_GORON},
{BTN_DRIGHT, EQUIP_SLOT_EX_ZORA},
{BTN_DUP, EQUIP_SLOT_EX_DEKU},
{BTN_DDOWN, EQUIP_SLOT_EX_OCARINA},
};
// D-Pad items
// TODO restore this once UI is made
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
EquipSlot func_8082FDC4(void) {
EquipSlot i;
// for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
// if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
// return (EquipSlot)exSlotMapping[mapping_index].slot;
// }
// }
u32* button_map = recomp_camera_mode == RECOMP_CAMERA_DUALANALOG ? sPlayerItemButtonsDualAnalog : sPlayerItemButtons;
for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
if (CHECK_BTN_ALL(pressed_item_buttons, button_map[i])) {
break;
}
}
return i;
}
/*
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
if (slot <= EQUIP_SLOT_EX_DEKU) {
ItemId dpad_item = ITEM_NONE;
switch ((EquipSlotEx)slot) {
case EQUIP_SLOT_EX_DEKU:
dpad_item = ITEM_MASK_DEKU;
break;
case EQUIP_SLOT_EX_GORON:
dpad_item = ITEM_MASK_GORON;
break;
case EQUIP_SLOT_EX_ZORA:
dpad_item = ITEM_MASK_ZORA;
break;
case EQUIP_SLOT_EX_OCARINA:
dpad_item = ITEM_OCARINA_OF_TIME;
break;
}
if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) {
recomp_printf("Used dpad item %d\n", dpad_item);
return dpad_item;
}
else {
return ITEM_NONE;
}
}
if (slot == EQUIP_SLOT_B) {
ItemId item = Inventory_GetBtnBItem(play);
if (item >= ITEM_FD) {
return item;
}
if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) {
return ITEM_F0;
}
if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) {
return ITEM_F1;
}
if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) {
return ITEM_F2;
}
return item;
}
if (slot == EQUIP_SLOT_C_LEFT) {
return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
}
if (slot == EQUIP_SLOT_C_DOWN) {
return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
}
// EQUIP_SLOT_C_RIGHT
return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
}
*/
#endif // #if 0