Guard vision (#466)

* Vision

* Wrap it in a CVAR

* Cleanup the code and fix a savestate bug
This commit is contained in:
louist103 2022-06-20 13:39:06 -04:00 committed by GitHub
parent 5a872f85e1
commit 73ff7ef3da
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 217 additions and 6 deletions

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@ -905,6 +905,7 @@ namespace SohImGui {
Tooltip("The default response to Kaepora Gaebora is always that you understood what he said");
EnhancementCheckbox("Link's Cow in Both Time Periods", "gCowOfTime");
Tooltip("Allows the Lon Lon Ranch obstacle course reward to be shared across time periods");
EnhancementCheckbox("Enable visible guard vision", "gGuardVision");
EnhancementCheckbox("Enable passage of time on file select", "gTimeFlowFileSelect");
ImGui::EndMenu();
}

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@ -39,6 +39,7 @@ void BootCommands_Init()
CVar_RegisterS32("gHudColors", 1); //0 = N64 / 1 = NGC / 2 = Custom
CVar_RegisterS32("gUseNaviCol", 0);
CVar_RegisterS32("gUseTunicsCol", 0);
CVar_RegisterS32("gGuardVision", 0);
CVar_RegisterS32("gTimeFlowFileSelect", 0);
}

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@ -264,6 +264,9 @@ typedef struct SaveStateInfo {
uint8_t sKankyoIsSpawned_copy;
int16_t sTrailingFairies_copy;
// z_en_heishi1
uint32_t sHeishi1PlayerIsCaughtCopy;
//Misc static data
// z_map_exp
@ -616,6 +619,8 @@ void SaveState::SaveOverlayStaticData(void) {
info->D_80B5A4BC_copy = D_80B5A4BC;
info->sKankyoIsSpawned_copy = sKankyoIsSpawned;
info->sTrailingFairies_copy = sTrailingFairies;
info->sHeishi1PlayerIsCaughtCopy = sHeishi1PlayerIsCaught;
}
@ -686,6 +691,8 @@ void SaveState::LoadOverlayStaticData(void) {
D_80B5A4BC = info->D_80B5A4BC_copy;
sKankyoIsSpawned = info->sKankyoIsSpawned_copy;
sTrailingFairies = info->sTrailingFairies_copy;
sHeishi1PlayerIsCaught = info->sHeishi1PlayerIsCaughtCopy;
}
void SaveState::SaveMiscCodeData(void) {

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@ -200,6 +200,9 @@ extern "C" s16 sPlayerInitialPosX;
extern "C" s16 sPlayerInitialPosZ;
extern "C" s16 sPlayerInitialDirection;
// z_en_heishi1
extern "C" s32 sHeishi1PlayerIsCaught;
// code_800EC960
// Related to ocarina
extern "C" u8 sOcarinaInpEnabled;

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@ -29,7 +29,7 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx);
void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx);
void EnHeishi1_WaitNight(EnHeishi1* this, GlobalContext* globalCtx);
static s32 sPlayerIsCaught = false;
s32 sHeishi1PlayerIsCaught = false;
const ActorInit En_Heishi1_InitVars = {
0,
@ -154,7 +154,7 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_KNIGHT_WALK);
}
if (!sPlayerIsCaught) {
if (!sHeishi1PlayerIsCaught) {
path = &globalCtx->setupPathList[this->path];
pointPos = SEGMENTED_TO_VIRTUAL(path->points);
pointPos += this->waypoint;
@ -259,7 +259,7 @@ void EnHeishi1_Wait(EnHeishi1* this, GlobalContext* globalCtx) {
s32 i;
SkelAnime_Update(&this->skelAnime);
if (!sPlayerIsCaught) {
if (!sHeishi1PlayerIsCaught) {
switch (this->headBehaviorDecided) {
case false:
this->headDirection++;
@ -352,7 +352,7 @@ void EnHeishi1_Kick(EnHeishi1* this, GlobalContext* globalCtx) {
globalCtx->nextEntranceIndex = 0x4FA;
globalCtx->sceneLoadFlag = 0x14;
this->loadStarted = true;
sPlayerIsCaught = false;
sHeishi1PlayerIsCaught = false;
globalCtx->fadeTransition = 0x2E;
gSaveContext.nextTransition = 0x2E;
}
@ -413,7 +413,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->type != 5) {
path = this->path * 2;
if ((sCamDataIdxs[path] == activeCam->camDataIdx) || (sCamDataIdxs[path + 1] == activeCam->camDataIdx)) {
if (!sPlayerIsCaught) {
if (!sHeishi1PlayerIsCaught) {
if ((this->actionFunc == EnHeishi1_Walk) || (this->actionFunc == EnHeishi1_Wait)) {
Vec3f searchBallVel;
Vec3f searchBallAccel = { 0.0f, 0.0f, 0.0f };
@ -459,7 +459,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
// "Discovered!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST);
func_8002DF54(globalCtx, &this->actor, 1);
sPlayerIsCaught = true;
sHeishi1PlayerIsCaught = true;
this->actionFunc = EnHeishi1_SetupMoveToLink;
}
}

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@ -5,11 +5,14 @@
*/
#include "z_eff_ss_solder_srch_ball.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include <math.h>
#define rUnused regs[1]
u32 EffectSsSolderSrchBall_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx);
void EffectSsSolderSrchBall_Update(GlobalContext* globalCtx, u32 index, EffectSs* this);
void EffectSsSolderSrchBall_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Solder_Srch_Ball_InitVars = {
EFFECT_SS_SOLDER_SRCH_BALL,
@ -23,6 +26,7 @@ u32 EffectSsSolderSrchBall_Init(GlobalContext* globalCtx, u32 index, EffectSs* t
this->velocity = initParams->velocity;
this->accel = initParams->accel;
this->update = EffectSsSolderSrchBall_Update;
this->draw = EffectSsSolderSrchBall_Draw;
this->life = 100;
this->rUnused = initParams->unused;
this->actor = initParams->linkDetected; // actor field was incorrectly used as a pointer to something else
@ -53,3 +57,198 @@ void EffectSsSolderSrchBall_Update(GlobalContext* globalCtx, u32 index, EffectSs
}
}
}
static void vtxn_f2l(Vtx* r, Vec3f* v) {
r->n.ob[0] = floorf(0.5f + v->x * 128.f);
r->n.ob[1] = floorf(0.5f + v->y * 128.f);
r->n.ob[2] = floorf(0.5f + v->z * 128.f);
r->n.flag = 0;
r->n.tc[0] = 0;
r->n.tc[1] = 0;
r->n.n[0] = v->x * 127.f;
r->n.n[1] = v->y * 127.f;
r->n.n[2] = v->z * 127.f;
r->n.a = 0xFF;
}
static void ico_sph_subdivide_edge(Vec3f* r, Vec3f* a, Vec3f* b) {
Math_Vec3f_Sum(a, b, r);
Math_Vec3f_Scale(r, (1.0f / Math3D_Vec3fMagnitude(r)));
}
static void draw_ico_sphere(Gfx** p_gfx_p, f32 x, f32 y, f32 z, f32 radius, GraphicsContext* gfxCtx) {
static Gfx* p_sph_gfx = NULL;
static Vtx sph_vtx[42];
static Gfx sph_gfx[45];
Gfx* sph_gfx_p;
s32 i;
if (!p_sph_gfx) {
Vec3f vtx[42];
s32 r0_n = 1, r0_m = r0_n / 5, r0_i = 0 + 0;
s32 r1_n = 5, r1_m = r1_n / 5, r1_i = r0_i + r0_n;
s32 r2_n = 10, r2_m = r2_n / 5, r2_i = r1_i + r1_n;
s32 r3_n = 10, r3_m = r3_n / 5, r3_i = r2_i + r2_n;
s32 r4_n = 10, r4_m = r4_n / 5, r4_i = r3_i + r3_n;
s32 r5_n = 5, r5_m = r5_n / 5, r5_i = r4_i + r4_n;
s32 r6_n = 1, r6_m = r6_n / 5, r6_i = r5_i + r5_n;
vtx[r0_i + (0 * r0_m + 0) % r0_n].x = 0.0f;
vtx[r0_i + (0 * r0_m + 0) % r0_n].y = 1.0f;
vtx[r0_i + (0 * r0_m + 0) % r0_n].z = 0.0f;
vtx[r6_i + (0 * r6_m + 0) % r6_n].x = 0.0f;
vtx[r6_i + (0 * r6_m + 0) % r6_n].y = -1.0f;
vtx[r6_i + (0 * r6_m + 0) % r6_n].z = 0.0f;
for (i = 0; i < 5; ++i) {
f32 a_xz = 2.f * M_PI / 10.f;
f32 a_y = atanf(1.0f / 2.0f);
vtx[r2_i + (i * r2_m + 0) % r2_n].x = cosf(a_xz * (i * r2_m + 0)) * cosf(a_y * 1.f);
vtx[r2_i + (i * r2_m + 0) % r2_n].y = sinf(a_y * 1.f);
vtx[r2_i + (i * r2_m + 0) % r2_n].z = -sinf(a_xz * (i * r2_m + 0)) * cosf(a_y * 1.f);
vtx[r4_i + (i * r4_m + 0) % r4_n].x = cosf(a_xz * (i * r4_m + 1)) * cosf(a_y * -1.f);
vtx[r4_i + (i * r4_m + 0) % r4_n].y = sinf(a_y * -1.f);
vtx[r4_i + (i * r4_m + 0) % r4_n].z = -sinf(a_xz * (i * r4_m + 1)) * cosf(a_y * -1.f);
}
for (i = 0; i < 5; ++i) {
ico_sph_subdivide_edge(&vtx[r1_i + (i * r1_m + 0) % r1_n], &vtx[r0_i + (i * r0_m + 0) % r0_n],
&vtx[r2_i + (i * r2_m + 0) % r2_n]);
ico_sph_subdivide_edge(&vtx[r2_i + (i * r2_m + 1) % r2_n], &vtx[r2_i + (i * r2_m + 0) % r2_n],
&vtx[r2_i + (i * r2_m + 2) % r2_n]);
ico_sph_subdivide_edge(&vtx[r3_i + (i * r3_m + 0) % r3_n], &vtx[r2_i + (i * r2_m + 0) % r2_n],
&vtx[r4_i + (i * r4_m + 0) % r4_n]);
ico_sph_subdivide_edge(&vtx[r3_i + (i * r3_m + 1) % r3_n], &vtx[r4_i + (i * r4_m + 0) % r4_n],
&vtx[r2_i + (i * r2_m + 2) % r2_n]);
ico_sph_subdivide_edge(&vtx[r4_i + (i * r4_m + 1) % r4_n], &vtx[r4_i + (i * r4_m + 0) % r4_n],
&vtx[r4_i + (i * r4_m + 2) % r4_n]);
ico_sph_subdivide_edge(&vtx[r5_i + (i * r5_m + 0) % r5_n], &vtx[r4_i + (i * r4_m + 0) % r4_n],
&vtx[r6_i + (i * r6_m + 0) % r6_n]);
}
for (i = 0; i < 42; ++i)
vtxn_f2l(&sph_vtx[i], &vtx[i]);
p_sph_gfx = sph_gfx;
sph_gfx_p = p_sph_gfx;
gSPSetGeometryMode(sph_gfx_p++, G_CULL_BACK | G_SHADING_SMOOTH);
gSPVertex(sph_gfx_p++, &sph_vtx[r0_i], r0_n + r1_n + r2_n + r3_n, r0_i - r0_i);
r3_i -= r0_i;
r2_i -= r0_i;
r1_i -= r0_i;
r0_i -= r0_i;
for (i = 0; i < 5; ++i) {
s32 v[24];
v[0] = r0_i + (i * r0_m + 0) % r0_n;
v[1] = r1_i + (i * r1_m + 0) % r1_n;
v[2] = r1_i + (i * r1_m + 1) % r1_n;
v[3] = r1_i + (i * r1_m + 0) % r1_n;
v[4] = r2_i + (i * r2_m + 0) % r2_n;
v[5] = r2_i + (i * r2_m + 1) % r2_n;
v[6] = r1_i + (i * r1_m + 0) % r1_n;
v[7] = r2_i + (i * r2_m + 1) % r2_n;
v[8] = r1_i + (i * r1_m + 1) % r1_n;
v[9] = r1_i + (i * r1_m + 1) % r1_n;
v[10] = r2_i + (i * r2_m + 1) % r2_n;
v[11] = r2_i + (i * r2_m + 2) % r2_n;
v[12] = r2_i + (i * r2_m + 0) % r2_n;
v[13] = r3_i + (i * r3_m + 0) % r3_n;
v[14] = r2_i + (i * r2_m + 1) % r2_n;
v[15] = r2_i + (i * r2_m + 1) % r2_n;
v[16] = r3_i + (i * r3_m + 0) % r3_n;
v[17] = r3_i + (i * r3_m + 1) % r3_n;
v[18] = r2_i + (i * r2_m + 1) % r2_n;
v[19] = r3_i + (i * r3_m + 1) % r3_n;
v[20] = r2_i + (i * r2_m + 2) % r2_n;
v[21] = r2_i + (i * r2_m + 2) % r2_n;
v[22] = r3_i + (i * r3_m + 1) % r3_n;
v[23] = r3_i + (i * r3_m + 2) % r3_n;
gSP2Triangles(sph_gfx_p++, v[0], v[1], v[2], 0, v[3], v[4], v[5], 0);
gSP2Triangles(sph_gfx_p++, v[6], v[7], v[8], 0, v[9], v[10], v[11], 0);
gSP2Triangles(sph_gfx_p++, v[12], v[13], v[14], 0, v[15], v[16], v[17], 0);
gSP2Triangles(sph_gfx_p++, v[18], v[19], v[20], 0, v[21], v[22], v[23], 0);
}
gSPVertex(sph_gfx_p++, &sph_vtx[r4_i], r4_n + r5_n + r6_n, r4_i - r4_i);
r6_i -= r4_i;
r5_i -= r4_i;
r4_i -= r4_i;
for (i = 0; i < 5; ++i) {
s32 v[24];
v[0] = r3_i + (i * r3_m + 1) % r3_n;
v[1] = r4_i + (i * r4_m + 0) % r4_n;
v[2] = r4_i + (i * r4_m + 1) % r4_n;
v[3] = r3_i + (i * r3_m + 1) % r3_n;
v[4] = r4_i + (i * r4_m + 1) % r4_n;
v[5] = r3_i + (i * r3_m + 2) % r3_n;
v[6] = r3_i + (i * r3_m + 2) % r3_n;
v[7] = r4_i + (i * r4_m + 1) % r4_n;
v[8] = r4_i + (i * r4_m + 2) % r4_n;
v[9] = r3_i + (i * r3_m + 2) % r3_n;
v[10] = r4_i + (i * r4_m + 2) % r4_n;
v[11] = r3_i + (i * r3_m + 3) % r3_n;
v[12] = r4_i + (i * r4_m + 0) % r4_n;
v[13] = r5_i + (i * r5_m + 0) % r5_n;
v[14] = r4_i + (i * r4_m + 1) % r4_n;
v[15] = r4_i + (i * r4_m + 1) % r4_n;
v[16] = r5_i + (i * r5_m + 0) % r5_n;
v[17] = r5_i + (i * r5_m + 1) % r5_n;
v[18] = r4_i + (i * r4_m + 1) % r4_n;
v[19] = r5_i + (i * r5_m + 1) % r5_n;
v[20] = r4_i + (i * r4_m + 2) % r4_n;
v[21] = r5_i + (i * r5_m + 0) % r5_n;
v[22] = r6_i + (i * r6_m + 0) % r6_n;
v[23] = r5_i + (i * r5_m + 1) % r5_n;
gSP2Triangles(sph_gfx_p++, v[0], v[1], v[2], 0, v[3], v[4], v[5], 0);
gSP2Triangles(sph_gfx_p++, v[6], v[7], v[8], 0, v[9], v[10], v[11], 0);
gSP2Triangles(sph_gfx_p++, v[12], v[13], v[14], 0, v[15], v[16], v[17], 0);
gSP2Triangles(sph_gfx_p++, v[18], v[19], v[20], 0, v[21], v[22], v[23], 0);
}
gSPClearGeometryMode(sph_gfx_p++, G_CULL_BACK | G_SHADING_SMOOTH);
gSPEndDisplayList(sph_gfx_p++);
}
Matrix_Push();
Matrix_Translate(x, y, z, MTXMODE_NEW);
Matrix_Scale(radius / 128.0f, radius / 128.0f, radius / 128.0f, MTXMODE_APPLY);
gSPMatrix((*p_gfx_p)++, Matrix_NewMtx(gfxCtx, __FILE__, __LINE__), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_PUSH);
gSPDisplayList((*p_gfx_p)++, p_sph_gfx);
gSPPopMatrix((*p_gfx_p)++, G_MTX_MODELVIEW);
Matrix_Pop();
}
void EffectSsSolderSrchBall_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
if (CVar_GetS32("gGuardVision", 0) == 0) {
return;
}
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u32 rm;
u32 blc1;
u32 blc2;
s16* seenLink = this->actor;
OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
rm = Z_CMP | IM_RD | CVG_DST_FULL | FORCE_BL | ZMODE_XLU;
blc1 = GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA);
blc2 = GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA);
gSPLoadGeometryMode(POLY_XLU_DISP++, G_ZBUFFER | G_SHADE | G_LIGHTING);
gSPTexture(POLY_XLU_DISP++, 0, 0, 0, G_TX_RENDERTILE, G_OFF);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetCycleType(POLY_XLU_DISP++, G_CYC_1CYCLE);
gDPSetRenderMode(POLY_XLU_DISP++, rm | blc1, rm | blc2);
gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, 0, SHADE, 0, 0, 0, 0, ENVIRONMENT, PRIMITIVE, 0, SHADE, 0, 0, 0,
0, ENVIRONMENT);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
if (*seenLink) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 0, 255);
}
draw_ico_sphere(&POLY_XLU_DISP, this->pos.x, this->pos.y, this->pos.z, 30.0f, gfxCtx);
CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
}