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https://github.com/HarbourMasters/Shipwright.git
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Rando - Fix ice traps & get item logic (#2210)
* Fix ice traps & get item logic * Fix shop keepers & more draw logic cleanup
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6f7361e1a4
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@ -168,6 +168,7 @@ extern "C"
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extern s32 __osPfsLastChannel;
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extern u8 gWalkSpeedToggle1;
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extern u8 gWalkSpeedToggle2;
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extern f32 iceTrapScale;
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extern const s16 D_8014A6C0[];
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#define gTatumsPerBeat (D_8014A6C0[1])
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@ -12,7 +12,7 @@
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extern "C" void Randomizer_DrawSmallKey(PlayState* play, GetItemEntry* getItemEntry) {
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s32 pad;
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s8 isColoredKeysEnabled = CVar_GetS32("gRandoMatchKeyColors", 0);
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s16 color_slot = getItemEntry->getItemId - RG_FOREST_TEMPLE_SMALL_KEY;
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s16 colors[9][3] = {
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{ 4, 195, 46 }, // Forest Temple
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@ -33,18 +33,23 @@ extern "C" void Randomizer_DrawSmallKey(PlayState* play, GetItemEntry* getItemEn
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetGrayscaleColor(POLY_OPA_DISP++, colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 255);
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gSPGrayscale(POLY_OPA_DISP++, true);
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if (isColoredKeysEnabled) {
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gDPSetGrayscaleColor(POLY_OPA_DISP++, colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 255);
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gSPGrayscale(POLY_OPA_DISP++, true);
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}
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gGiSmallKeyDL);
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gSPGrayscale(POLY_OPA_DISP++, false);
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if (isColoredKeysEnabled) {
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gSPGrayscale(POLY_OPA_DISP++, false);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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extern "C" void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEntry) {
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s32 pad;
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s8 isColoredKeysEnabled = CVar_GetS32("gRandoMatchKeyColors", 0);
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s16 color_slot;
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color_slot = getItemEntry->getItemId - RG_FOREST_TEMPLE_BOSS_KEY;
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s16 colors[6][3] = {
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@ -63,14 +68,14 @@ extern "C" void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEnt
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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if (color_slot == 5) { // Ganon's Boss Key
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if (color_slot == 5 && isColoredKeysEnabled) { // Ganon's Boss Key
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gDPSetGrayscaleColor(POLY_OPA_DISP++, 80, 80, 80, 255);
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gSPGrayscale(POLY_OPA_DISP++, true);
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}
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gGiBossKeyDL);
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if (color_slot == 5) { // Ganon's Boss Key
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if (color_slot == 5 && isColoredKeysEnabled) { // Ganon's Boss Key
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gSPGrayscale(POLY_OPA_DISP++, false);
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}
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@ -79,13 +84,16 @@ extern "C" void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEnt
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetGrayscaleColor(POLY_XLU_DISP++, colors[color_slot][0], colors[color_slot][1], colors[color_slot][2],
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255);
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gSPGrayscale(POLY_XLU_DISP++, true);
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if (isColoredKeysEnabled) {
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gDPSetGrayscaleColor(POLY_XLU_DISP++, colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 255);
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gSPGrayscale(POLY_XLU_DISP++, true);
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}
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gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gGiBossKeyGemDL);
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gSPGrayscale(POLY_XLU_DISP++, false);
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if (isColoredKeysEnabled) {
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gSPGrayscale(POLY_XLU_DISP++, false);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -157,25 +165,3 @@ extern "C" void Randomizer_DrawDoubleDefense(PlayState* play, GetItemEntry getIt
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CLOSE_DISPS(play->state.gfxCtx);
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}
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extern "C" void Randomizer_DrawIceTrap(PlayState* play, GetItemEntry getItemEntry) {
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s32 pad;
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OPEN_DISPS(play->state.gfxCtx);
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if (CVar_GetS32("gLetItSnow", 0)) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__), G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetGrayscaleColor(POLY_OPA_DISP++, 100, 100, 100, 255);
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gSPGrayscale(POLY_OPA_DISP++, true);
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gSilverRockDL);
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gSPGrayscale(POLY_OPA_DISP++, false);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -4568,8 +4568,8 @@ void CreateIceTrapRandoMessages() {
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// We only use this ice trap message for christmas, so we don't want it in the normal ice trap messages rotation
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customMessageManager->CreateMessage(Randomizer::IceTrapRandoMessageTableID, NUM_ICE_TRAP_MESSAGES + 1,
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{ TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
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"This year for Christmas, all&you get is %BCOAL",
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"This year for Christmas, all&you get is %BCOAL",
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"This year for Christmas, all&you get is %BCOAL%w!",
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"This year for Christmas, all&you get is %BCOAL%w!",
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"Pour Noël, cette année, tu&n'auras que du %BCHARBON!&%rJoyeux Noël%w!" });
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}
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@ -4928,8 +4928,6 @@ void InitRandoItemTable() {
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randoGetItemTable[i].drawFunc = (CustomDrawFunc)Randomizer_DrawBossKey;
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} else if (randoGetItemTable[i].itemId == RG_DOUBLE_DEFENSE) {
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randoGetItemTable[i].drawFunc = (CustomDrawFunc)Randomizer_DrawDoubleDefense;
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} else if (randoGetItemTable[i].itemId == RG_ICE_TRAP) {
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randoGetItemTable[i].drawFunc = (CustomDrawFunc)Randomizer_DrawIceTrap;
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}
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ItemTableManager::Instance->AddItemEntry(MOD_RANDOMIZER, randoGetItemTable[i].itemId, randoGetItemTable[i]);
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}
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@ -78,6 +78,9 @@
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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// Used for animating the ice trap on the "Get Item" model.
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f32 iceTrapScale;
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void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
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shape->yOffset = yOffset;
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shape->shadowDraw = shadowDraw;
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@ -2030,6 +2033,7 @@ s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEn
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s32 absYawDiff = ABS(yawDiff);
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if ((getItemEntry.getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) {
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iceTrapScale = 0.0f;
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player->getItemEntry = getItemEntry;
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player->getItemId = getItemEntry.getItemId;
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player->interactRangeActor = actor;
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@ -400,9 +400,7 @@ void GetItem_Draw(PlayState* play, s16 drawId) {
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* Uses the Custom Draw Function if it exists, or just calls `GetItem_Draw`
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*/
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void GetItemEntry_Draw(PlayState* play, GetItemEntry getItemEntry) {
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// RANDOTODO: Make this more flexible for easier toggling of individual item recolors in the future.
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if (getItemEntry.drawFunc != NULL &&
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(CVar_GetS32("gRandoMatchKeyColors", 0) || getItemEntry.getItemId == RG_DOUBLE_DEFENSE)) {
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if (getItemEntry.drawFunc != NULL) {
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getItemEntry.drawFunc(play, &getItemEntry);
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} else {
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GetItem_Draw(play, getItemEntry.gid);
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@ -1,5 +1,6 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#include "objects/object_link_boy/object_link_boy.h"
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#include "objects/object_link_child/object_link_child.h"
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#include "objects/object_triforce_spot/object_triforce_spot.h"
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@ -1172,6 +1173,49 @@ void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
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}
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}
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void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne, f32 height) {
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OPEN_DISPS(play->state.gfxCtx);
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if (CVar_GetS32("gLetItSnow", 0)) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetGrayscaleColor(POLY_OPA_DISP++, 75, 75, 75, 255);
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gSPGrayscale(POLY_OPA_DISP++, true);
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gSilverRockDL);
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gSPGrayscale(POLY_OPA_DISP++, false);
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} else {
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if (iceTrapScale < 0.01) {
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iceTrapScale += 0.001f;
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} else if (iceTrapScale < 0.8f) {
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iceTrapScale += 0.2f;
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}
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
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(play->gameplayFrames * -2) % 128, 32, 32));
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Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
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Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
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gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
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// Reset matrix for the fake item model because we're animating the size of the ice block around it before this.
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Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
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refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
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Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
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Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
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// Draw fake item model.
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GetItem_Draw(play, drawIdPlusOne - 1);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
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f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
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@ -1187,9 +1231,9 @@ void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 dr
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Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
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Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
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// RANDOTODO: Make this more flexible for easier toggling of individual item recolors in the future.
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if (this->getItemEntry.drawFunc != NULL &&
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(CVar_GetS32("gRandoMatchKeyColors", 0) || this->getItemEntry.getItemId == RG_DOUBLE_DEFENSE || this->getItemEntry.getItemId == RG_ICE_TRAP)) {
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if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
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Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
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} else if (this->getItemEntry.drawFunc != NULL) {
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this->getItemEntry.drawFunc(play, &this->getItemEntry);
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} else {
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GetItem_Draw(play, drawIdPlusOne - 1);
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@ -9,6 +9,7 @@
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#include "global.h"
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#include "alloca.h"
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#include "textures/nintendo_rogo_static/nintendo_rogo_static.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include <soh/Enhancements/bootcommands.h>
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#include <GameVersions.h>
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#include <soh/SaveManager.h>
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@ -234,6 +235,22 @@ void Title_Draw(TitleContext* this) {
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gSPTextureRectangle(POLY_OPA_DISP++, 388, y << 2, 1156, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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// Draw ice cube around N64 logo.
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if (CVar_GetS32("gLetItSnow", 0)) {
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f32 scale = 0.4f;
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(this->state.gfxCtx, 0, 0, (0 - 1) % 128, 32, 32, 1,
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0, (1 * -2) % 128, 32, 32));
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Matrix_Translate(0.0f, -10.0f, 0.0f, MTXMODE_APPLY);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 50, 100, 255);
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gSPDisplayList(POLY_OPA_DISP++, gEffIceFragment3DL);
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}
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Environment_FillScreen(this->state.gfxCtx, 0, 0, 0, (s16)this->coverAlpha, FILL_SCREEN_XLU);
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sTitleRotY += (300 * CVar_GetFloat("gCosmetics.N64Logo_SpinSpeed", 1.0f));
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