mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
207 lines
5.8 KiB
C
207 lines
5.8 KiB
C
#include "patches.h"
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#include "input.h"
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s32 func_80847190(PlayState* play, Player* this, s32 arg2);
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s16 func_80832754(Player* this, s32 arg1);
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s32 func_8082EF20(Player* this);
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// Patched to add gyro aiming
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s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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s32 pad;
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s16 var_s0;
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if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
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var_s0 = play->state.input[0].rel.stick_y * 0xF0;
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Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
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var_s0 = play->state.input[0].rel.stick_x * -0x10;
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var_s0 = CLAMP(var_s0, -0xBB8, 0xBB8);
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this->actor.focus.rot.y += var_s0;
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}
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else {
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float gyro_x, gyro_y;
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recomp_get_gyro_deltas(&gyro_x, &gyro_y);
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s16 temp3;
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temp3 = ((play->state.input[0].rel.stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_y * 0xC8)) * 1500.0f);
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this->actor.focus.rot.x += temp3 + (s32)(gyro_x * -3.0f);
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if (this->stateFlags1 & PLAYER_STATE1_800000) {
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -0x1F40, 0xFA0);
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}
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else {
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -0x36B0, 0x36B0);
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}
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var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = ((play->state.input[0].rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_x * 0xC8)) * -1500.0f);
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var_s0 += temp3 + (s32)(gyro_y * 3.0f);
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this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
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}
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this->unk_AA6 |= 2;
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return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
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}
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#if 0
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u32 sPlayerItemButtons[] = {
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BTN_B,
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BTN_CLEFT,
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BTN_CDOWN,
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BTN_CRIGHT,
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};
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u32 sPlayerItemButtonsDualAnalog[] = {
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BTN_B,
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BTN_DLEFT,
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BTN_DDOWN,
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BTN_DRIGHT
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};
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u32 prev_item_buttons = 0;
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u32 cur_item_buttons = 0;
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u32 pressed_item_buttons = 0;
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u32 released_item_buttons = 0;
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typedef enum {
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EQUIP_SLOT_EX_DEKU = -2,
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EQUIP_SLOT_EX_GORON = -3,
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EQUIP_SLOT_EX_ZORA = -4,
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EQUIP_SLOT_EX_OCARINA = -5
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} EquipSlotEx;
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static inline void dup_to_cup(u16* button) {
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if (*button & BTN_DUP) {
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*button |= BTN_CUP;
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}
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}
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void GameState_GetInput(GameState* gameState) {
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PadMgr_GetInput(gameState->input, true);
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if (recomp_camera_mode == RECOMP_CAMERA_DUALANALOG) {
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gameState->input[0].cur.button &= ~BTN_CUP;
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gameState->input[0].press.button &= ~BTN_CUP;
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gameState->input[0].rel.button &= ~BTN_CUP;
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dup_to_cup(&gameState->input[0].cur.button);
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dup_to_cup(&gameState->input[0].press.button);
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dup_to_cup(&gameState->input[0].rel.button);
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}
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prev_item_buttons = cur_item_buttons;
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recomp_get_item_inputs(&cur_item_buttons);
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u32 button_diff = prev_item_buttons ^ cur_item_buttons;
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pressed_item_buttons = cur_item_buttons & button_diff;
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released_item_buttons = prev_item_buttons & button_diff;
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}
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struct SlotMap {
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u32 button;
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EquipSlotEx slot;
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};
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struct SlotMap exSlotMapping[] = {
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{BTN_DLEFT, EQUIP_SLOT_EX_GORON},
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{BTN_DRIGHT, EQUIP_SLOT_EX_ZORA},
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{BTN_DUP, EQUIP_SLOT_EX_DEKU},
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{BTN_DDOWN, EQUIP_SLOT_EX_OCARINA},
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};
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// D-Pad items
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// TODO restore this once UI is made
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// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
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EquipSlot func_8082FDC4(void) {
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EquipSlot i;
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// for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
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// if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
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// return (EquipSlot)exSlotMapping[mapping_index].slot;
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// }
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// }
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u32* button_map = recomp_camera_mode == RECOMP_CAMERA_DUALANALOG ? sPlayerItemButtonsDualAnalog : sPlayerItemButtons;
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for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
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if (CHECK_BTN_ALL(pressed_item_buttons, button_map[i])) {
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break;
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}
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}
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return i;
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}
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/*
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ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
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if (slot >= EQUIP_SLOT_A) {
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return ITEM_NONE;
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}
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if (slot <= EQUIP_SLOT_EX_DEKU) {
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ItemId dpad_item = ITEM_NONE;
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switch ((EquipSlotEx)slot) {
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case EQUIP_SLOT_EX_DEKU:
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dpad_item = ITEM_MASK_DEKU;
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break;
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case EQUIP_SLOT_EX_GORON:
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dpad_item = ITEM_MASK_GORON;
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break;
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case EQUIP_SLOT_EX_ZORA:
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dpad_item = ITEM_MASK_ZORA;
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break;
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case EQUIP_SLOT_EX_OCARINA:
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dpad_item = ITEM_OCARINA_OF_TIME;
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break;
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}
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if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) {
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recomp_printf("Used dpad item %d\n", dpad_item);
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return dpad_item;
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}
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else {
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return ITEM_NONE;
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}
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}
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if (slot == EQUIP_SLOT_B) {
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ItemId item = Inventory_GetBtnBItem(play);
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if (item >= ITEM_FD) {
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return item;
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}
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if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) {
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return ITEM_F0;
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}
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if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) {
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return ITEM_F1;
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}
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if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) {
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return ITEM_F2;
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}
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return item;
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}
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if (slot == EQUIP_SLOT_C_LEFT) {
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return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
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}
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if (slot == EQUIP_SLOT_C_DOWN) {
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return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
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}
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// EQUIP_SLOT_C_RIGHT
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return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
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}
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*/
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#endif // #if 0
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