mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 13:35:07 -05:00
Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
This commit is contained in:
parent
a999a51998
commit
a73729b9b1
@ -94,7 +94,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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};
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bool blueFireArrowsDC = false;
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bool blueFireArrowsEnabledOnMudwallLoad = false;
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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this->actionFunc = actionFunc;
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@ -105,7 +105,8 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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blueFireArrowsDC = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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// Initialize this with the mud wall, so it can't be affected by toggling while the actor is loaded
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blueFireArrowsEnabledOnMudwallLoad = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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@ -125,7 +126,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
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ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
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// If "Blue Fire Arrows" are enabled, set up this collider for them
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// If "Blue Fire Arrows" are enabled, set up this collider for them
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if (blueFireArrowsDC) {
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if (blueFireArrowsEnabledOnMudwallLoad) {
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sIceArrowQuadInit);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sIceArrowQuadInit);
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} else {
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} else {
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@ -261,7 +262,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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bool blueFireArrowHit = false;
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bool blueFireArrowHit = false;
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// If "Blue Fire Arrows" enabled, check this collider for a hit
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// If "Blue Fire Arrows" enabled, check this collider for a hit
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if (blueFireArrowsDC) {
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if (blueFireArrowsEnabledOnMudwallLoad) {
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if (this->collider.base.acFlags & AC_HIT) {
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if (this->collider.base.acFlags & AC_HIT) {
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if ((this->collider.base.ac != NULL) && (this->collider.base.ac->id == ACTOR_EN_ARROW)) {
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if ((this->collider.base.ac != NULL) && (this->collider.base.ac->id == ACTOR_EN_ARROW)) {
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@ -14,7 +14,8 @@ void func_808911BC(BgIceShelter* this);
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void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx);
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void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx);
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void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx);
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void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx);
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void CheckIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx);
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// For "Blue Fire Arrows" enhancement
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void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx);
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const ActorInit Bg_Ice_Shelter_InitVars = {
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const ActorInit Bg_Ice_Shelter_InitVars = {
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ACTOR_BG_ICE_SHELTER,
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ACTOR_BG_ICE_SHELTER,
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@ -95,7 +96,7 @@ static ColliderCylinderInit sIceArrowCylinderInit = {
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{ 0, 0, 0, { 0, 0, 0 } },
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{ 0, 0, 0, { 0, 0, 0 } },
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};
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};
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bool blueFireArrows = false;
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bool blueFireArrowsEnabledOnRedIceLoad = false;
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void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
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static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
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@ -103,11 +104,12 @@ void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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blueFireArrows = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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// Initialize this with the red ice, so it can't be affected by toggling while the actor is loaded
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blueFireArrowsEnabledOnRedIceLoad = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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if (blueFireArrows) {
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if (blueFireArrowsEnabledOnRedIceLoad) {
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
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} else {
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} else {
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
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@ -325,9 +327,9 @@ void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
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}
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}
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}
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}
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// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
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// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
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if (blueFireArrows) {
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if (blueFireArrowsEnabledOnRedIceLoad) {
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CheckIceArrowHit(this, this->cylinder1, type, globalCtx);
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MeltOnIceArrowHit(this, this->cylinder1, type, globalCtx);
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CheckIceArrowHit(this, this->cylinder2, type, globalCtx);
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MeltOnIceArrowHit(this, this->cylinder2, type, globalCtx);
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}
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}
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// Default blue fire check
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// Default blue fire check
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if (this->cylinder1.base.acFlags & AC_HIT) {
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if (this->cylinder1.base.acFlags & AC_HIT) {
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@ -357,8 +359,8 @@ void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
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}
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}
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// Check for an Ice Arrow hit (for "Blue Fire Arrows" enhancement). Copied from default blue fire check
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// For "Blue Fire Arrows" enhancement: If hit by an Ice Arrow, melt the red ice (copied from the default blue fire function above).
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void CheckIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx) {
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void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx) {
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if (cylinder.base.acFlags & AC_HIT) {
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if (cylinder.base.acFlags & AC_HIT) {
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cylinder.base.acFlags &= ~AC_HIT;
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cylinder.base.acFlags &= ~AC_HIT;
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if ((cylinder.base.ac != NULL) && (cylinder.base.ac->id == ACTOR_EN_ARROW)) {
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if ((cylinder.base.ac != NULL) && (cylinder.base.ac->id == ACTOR_EN_ARROW)) {
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@ -96,12 +96,19 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
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this->moveDelay++;
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this->moveDelay++;
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if (this->moveDelay >= 20) {
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if (this->moveDelay >= 20) {
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// Skip this cutscene if using Sunlight Arrows in rando, since activating the switch while
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// The cutscene of the platform lowering will show the central room in an unloaded state if
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// not standing on the platform will cause the cutscene to show the unloaded central room
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// Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
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if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunlightArrows", 0) != 0)) {
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// enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
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if (gSaveContext.n64ddFlag && CVar_GetS32("gSunlightArrows", 0)) {
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if (GET_PLAYER(globalCtx)->actor.world.pos.x > -19.0f && GET_PLAYER(globalCtx)->actor.world.pos.x < 139.0f &&
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GET_PLAYER(globalCtx)->actor.world.pos.z > -1172.0f && GET_PLAYER(globalCtx)->actor.world.pos.z < -1009.0f) {
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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}
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BgJyaLift_SetupMove(this);
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} else {
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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BgJyaLift_SetupMove(this);
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}
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}
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BgJyaLift_SetupMove(this);
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}
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}
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}
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}
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}
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}
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@ -101,8 +101,8 @@ static ColliderJntSphInit sColliderLightArrowInit = {
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sColliderLightArrowElementInit,
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sColliderLightArrowElementInit,
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};
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};
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bool activatedByLightArrow = false;
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bool sunSwitchActivatedByLightArrow = false;
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bool sunLightArrows = false;
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bool sunLightArrowsEnabledOnSunSwitchLoad = false;
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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@ -121,11 +121,13 @@ static InitChainEntry sInitChain[] = {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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sunLightArrows = (CVar_GetS32("gSunlightArrows", 0) != 0);
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// Initialize this with the sun switch, so it can't be affected by toggling while the actor is loaded
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sunLightArrowsEnabledOnSunSwitchLoad = (CVar_GetS32("gSunlightArrows", 0) != 0);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_InitJntSph(globalCtx, &this->collider);
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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if (sunLightArrows) {
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if (sunLightArrowsEnabledOnSunSwitchLoad) {
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderLightArrowInit, this->colliderItems);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderLightArrowInit, this->colliderItems);
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} else {
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} else {
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
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@ -251,7 +253,7 @@ void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
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// vanishing on its own after activating the sun switch by Light Arrow
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// vanishing on its own after activating the sun switch by Light Arrow
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// Also prevents the cobra mirror from rotating to face the sun on its own
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// Also prevents the cobra mirror from rotating to face the sun on its own
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// Makes sun switches temporary when activated by Light Arrows (will turn off on room exit)
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// Makes sun switches temporary when activated by Light Arrows (will turn off on room exit)
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if (activatedByLightArrow && sunLightArrows) {
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if (sunSwitchActivatedByLightArrow) {
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switch (this->actor.params >> 4 & 3) {
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switch (this->actor.params >> 4 & 3) {
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case OBJLIGHTSWITCH_TYPE_STAY_ON:
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case OBJLIGHTSWITCH_TYPE_STAY_ON:
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case OBJLIGHTSWITCH_TYPE_2:
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case OBJLIGHTSWITCH_TYPE_2:
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@ -260,7 +262,7 @@ void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
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if (this->actor.room != 25) {
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if (this->actor.room != 25) {
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Flags_UnsetSwitch(globalCtx, this->actor.params >> 8 & 0x3F);
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Flags_UnsetSwitch(globalCtx, this->actor.params >> 8 & 0x3F);
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}
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}
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activatedByLightArrow = false;
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sunSwitchActivatedByLightArrow = false;
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break;
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break;
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case OBJLIGHTSWITCH_TYPE_BURN:
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case OBJLIGHTSWITCH_TYPE_BURN:
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break;
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break;
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@ -277,8 +279,8 @@ void ObjLightswitch_SetupOff(ObjLightswitch* this) {
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this->color[1] = 125 << 6;
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this->color[1] = 125 << 6;
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this->color[2] = 255 << 6;
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this->color[2] = 255 << 6;
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this->alpha = 255 << 6;
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this->alpha = 255 << 6;
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if (sunLightArrows) {
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if (sunLightArrowsEnabledOnSunSwitchLoad) {
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activatedByLightArrow = false;
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sunSwitchActivatedByLightArrow = false;
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}
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}
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}
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}
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// A Sun Switch that is currently turned off
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// A Sun Switch that is currently turned off
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@ -291,9 +293,9 @@ void ObjLightswitch_Off(ObjLightswitch* this, GlobalContext* globalCtx) {
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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// Remember if we've been activated by a Light Arrow, so we can
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// Remember if we've been activated by a Light Arrow, so we can
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// prevent the switch from immediately turning back off
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// prevent the switch from immediately turning back off
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if (sunLightArrows) {
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if (sunLightArrowsEnabledOnSunSwitchLoad) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id == ACTOR_EN_ARROW) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id == ACTOR_EN_ARROW) {
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activatedByLightArrow = true;
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sunSwitchActivatedByLightArrow = true;
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}
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}
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}
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}
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}
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}
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@ -363,9 +365,9 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_SetupTurnOff(this);
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}
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}
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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if (sunLightArrows && (this->collider.base.acFlags & AC_HIT)) {
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if (sunLightArrowsEnabledOnSunSwitchLoad && (this->collider.base.acFlags & AC_HIT)) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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activatedByLightArrow = false;
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sunSwitchActivatedByLightArrow = false;
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}
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}
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}
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}
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break;
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break;
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@ -377,15 +379,15 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
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break;
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break;
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case OBJLIGHTSWITCH_TYPE_2:
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case OBJLIGHTSWITCH_TYPE_2:
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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if (sunLightArrows && (this->collider.base.acFlags & AC_HIT)) {
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if (sunLightArrowsEnabledOnSunSwitchLoad && (this->collider.base.acFlags & AC_HIT)) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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activatedByLightArrow = false;
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sunSwitchActivatedByLightArrow = false;
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}
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}
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}
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}
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if (!(this->collider.base.acFlags & AC_HIT)) {
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if (!(this->collider.base.acFlags & AC_HIT)) {
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if (this->timer >= 7) {
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if (this->timer >= 7) {
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// If we aren't using Enhanced Light Arrows, let the switch turn off normally
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// If we aren't using Enhanced Light Arrows, let the switch turn off normally
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if (!activatedByLightArrow) {
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if (!sunSwitchActivatedByLightArrow) {
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_ClearSwitchFlag(this, globalCtx);
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ObjLightswitch_ClearSwitchFlag(this, globalCtx);
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}
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}
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