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Adds Quick Boss Death checkbox and implements Phantom Ganon's quick death (#119)
* Adds Quick Boss Death checkbox and implements Phantom Ganon's quick death. * Clarifies relocation comment.
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@ -376,6 +376,10 @@ typedef enum {
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/*** Fixes ***/
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// Vanilla condition: false
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GI_VB_FIX_SAW_SOFTLOCK,
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/*** Quick Boss Deaths ***/
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// Vanilla condition: true
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GI_VB_PHANTOM_GANON_DEATH_SCENE,
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} GIVanillaBehavior;
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#ifdef __cplusplus
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@ -24,6 +24,8 @@ extern "C" {
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#include "src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.h"
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#include "src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.h"
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#include "src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h"
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#include <overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.h>
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#include <objects/object_gnd/object_gnd.h>
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extern SaveContext gSaveContext;
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extern PlayState* gPlayState;
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extern int32_t D_8011D3AC;
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@ -719,6 +721,31 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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}
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break;
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}
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case GI_VB_PHANTOM_GANON_DEATH_SCENE: {
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if (CVarGetInteger("gTimeSavers.SkipCutscene.QuickBossDeaths", IS_RANDO || IS_BOSS_RUSH)) {
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*should = false;
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BossGanondrof* pg = static_cast<BossGanondrof*>(opt);
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Player* player = GET_PLAYER(gPlayState);
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if (pg != nullptr && pg->work[GND_ACTION_STATE] == DEATH_SPASM) {
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// Skip to death scream animation and move ganondrof to middle
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pg->deathState = DEATH_SCREAM;
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pg->timers[0] = 50;
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AnimationHeader* screamAnim = (AnimationHeader*)gPhantomGanonScreamAnim;
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Animation_MorphToLoop(&pg->skelAnime, screamAnim, -10.0f);
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pg->actor.world.pos.x = GND_BOSSROOM_CENTER_X;
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pg->actor.world.pos.y = GND_BOSSROOM_CENTER_Y + 83.0f;
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pg->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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pg->actor.shape.rot.y = 0;
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pg->work[GND_BODY_DECAY_INDEX] = 0;
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Audio_PlayActorSound2(&pg->actor, NA_SE_EN_FANTOM_LAST);
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// Move Player out of the center of the room
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player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
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player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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}
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}
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break;
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}
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}
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}
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@ -581,6 +581,7 @@ void DrawEnhancementsMenu() {
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CVarGetInteger("gTimeSavers.SkipCutscene.Story", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.SkipCutscene.LearnSong", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.SkipCutscene.BossIntro", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.SkipCutscene.QuickBossDeaths", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.SkipCutscene.OnePoint", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.NoForcedDialog", IS_RANDO) &&
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CVarGetInteger("gTimeSavers.SkipOwlInteractions", IS_RANDO) &&
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@ -592,6 +593,7 @@ void DrawEnhancementsMenu() {
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CVarGetInteger("gTimeSavers.SkipCutscene.Story", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.SkipCutscene.LearnSong", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.SkipCutscene.BossIntro", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.SkipCutscene.QuickBossDeaths", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.SkipCutscene.OnePoint", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.NoForcedDialog", IS_RANDO) ||
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CVarGetInteger("gTimeSavers.SkipOwlInteractions", IS_RANDO) ||
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@ -608,6 +610,7 @@ void DrawEnhancementsMenu() {
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CVarSetInteger("gTimeSavers.SkipCutscene.Story", 1);
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CVarSetInteger("gTimeSavers.SkipCutscene.LearnSong", 1);
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CVarSetInteger("gTimeSavers.SkipCutscene.BossIntro", 1);
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CVarSetInteger("gTimeSavers.SkipCutscene.QuickBossDeaths", 1);
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CVarSetInteger("gTimeSavers.SkipCutscene.OnePoint", 1);
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CVarSetInteger("gTimeSavers.NoForcedDialog", 1);
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CVarSetInteger("gTimeSavers.SkipOwlInteractions", 1);
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@ -619,6 +622,7 @@ void DrawEnhancementsMenu() {
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CVarSetInteger("gTimeSavers.SkipCutscene.Story", 0);
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CVarSetInteger("gTimeSavers.SkipCutscene.LearnSong", 0);
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CVarSetInteger("gTimeSavers.SkipCutscene.BossIntro", 0);
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CVarSetInteger("gTimeSavers.SkipCutscene.QuickBossDeaths", 0);
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CVarSetInteger("gTimeSavers.SkipCutscene.OnePoint", 0);
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CVarSetInteger("gTimeSavers.NoForcedDialog", 0);
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CVarSetInteger("gTimeSavers.SkipOwlInteractions", 0);
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@ -633,6 +637,7 @@ void DrawEnhancementsMenu() {
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UIWidgets::PaddedEnhancementCheckbox("Skip Story Cutscenes", "gTimeSavers.SkipCutscene.Story", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::PaddedEnhancementCheckbox("Skip Song Cutscenes", "gTimeSavers.SkipCutscene.LearnSong", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::PaddedEnhancementCheckbox("Skip Boss Introductions", "gTimeSavers.SkipCutscene.BossIntro", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::PaddedEnhancementCheckbox("Quick Boss Deaths", "gTimeSavers.SkipCutscene.QuickBossDeaths", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::PaddedEnhancementCheckbox("Skip One Point Cutscenes (Chests, Door Unlocks, etc)", "gTimeSavers.SkipCutscene.OnePoint", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::PaddedEnhancementCheckbox("No Forced Dialog", "gTimeSavers.NoForcedDialog", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, IS_RANDO);
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UIWidgets::Tooltip("Prevent forced conversations with Navi or other NPCs");
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@ -12,19 +12,10 @@
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#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
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#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
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#include "soh/Enhancements/boss-rush/BossRush.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
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typedef enum {
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/* 0 */ NOT_DEAD,
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/* 1 */ DEATH_START,
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/* 2 */ DEATH_THROES,
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/* 3 */ DEATH_WARP,
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/* 4 */ DEATH_SCREAM,
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/* 5 */ DEATH_DISINTEGRATE,
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/* 6 */ DEATH_FINISH
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} BossGanondrofDeathState;
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typedef enum {
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/* 0 */ THROW_NORMAL,
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/* 1 */ THROW_SLOW
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@ -42,12 +33,6 @@ typedef enum {
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/* 3 */ CHARGE_FINISH
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} BossGanondrofChargeAction;
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typedef enum {
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/* 0 */ DEATH_SPASM,
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/* 1 */ DEATH_LIMP,
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/* 2 */ DEATH_HUNCHED
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} BossGanondrofDeathAction;
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void BossGanondrof_Init(Actor* thisx, PlayState* play);
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void BossGanondrof_Destroy(Actor* thisx, PlayState* play);
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void BossGanondrof_Update(Actor* thisx, PlayState* play);
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@ -959,26 +944,13 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
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case DEATH_THROES:
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switch (this->work[GND_ACTION_STATE]) {
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case DEATH_SPASM:
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if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME]) && !IS_RANDO && !IS_BOSS_RUSH) {
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this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonAirDamageAnim);
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Animation_Change(&this->skelAnime, &gPhantomGanonAirDamageAnim, 0.5f, 0.0f,
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this->fwork[GND_END_FRAME], ANIMMODE_ONCE_INTERP, 0.0f);
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this->work[GND_ACTION_STATE] = DEATH_LIMP;
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} else if (IS_RANDO || IS_BOSS_RUSH) {
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// Skip to death scream animation and move ganondrof to middle
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this->deathState = DEATH_SCREAM;
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this->timers[0] = 50;
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Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonScreamAnim, -10.0f);
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this->actor.world.pos.x = GND_BOSSROOM_CENTER_X;
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this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y + 83.0f;
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this->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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this->actor.shape.rot.y = 0;
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this->work[GND_BODY_DECAY_INDEX] = 0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_LAST);
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// Move Player out of the center of the room
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player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
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player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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if (GameInteractor_Should(GI_VB_PHANTOM_GANON_DEATH_SCENE, true, this)) {
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if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
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this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonAirDamageAnim);
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Animation_Change(&this->skelAnime, &gPhantomGanonAirDamageAnim, 0.5f, 0.0f,
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this->fwork[GND_END_FRAME], ANIMMODE_ONCE_INTERP, 0.0f);
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this->work[GND_ACTION_STATE] = DEATH_LIMP;
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}
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}
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break;
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case DEATH_LIMP:
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@ -991,26 +963,25 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
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bodyDecayLevel = 1;
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break;
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}
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if (IS_RANDO || IS_BOSS_RUSH) {
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break;
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}
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Math_ApproachS(&this->actor.shape.rot.y, this->work[GND_VARIANCE_TIMER] * -100, 5, 0xBB8);
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Math_ApproachF(&this->cameraNextEye.z, this->targetPos.z + 60.0f, 0.02f, 0.5f);
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Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 133.0f, 0.05f, 100.0f);
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this->actor.world.pos.y += Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
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this->cameraNextAt.x = this->targetPos.x;
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this->cameraNextAt.y = this->targetPos.y - 10.0f;
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this->cameraNextAt.z = this->targetPos.z;
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if (this->timers[0] == 0) {
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this->deathState = DEATH_WARP;
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this->timers[0] = 350;
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this->timers[1] = 50;
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this->fwork[GND_CAMERA_ZOOM] = 300.0f;
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this->cameraNextEye.y = GND_BOSSROOM_CENTER_Y + 233.0f;
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player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
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player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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holdCamera = true;
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bodyDecayLevel = 1;
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if (GameInteractor_Should(GI_VB_PHANTOM_GANON_DEATH_SCENE, true, NULL)) {
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Math_ApproachS(&this->actor.shape.rot.y, this->work[GND_VARIANCE_TIMER] * -100, 5, 0xBB8);
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Math_ApproachF(&this->cameraNextEye.z, this->targetPos.z + 60.0f, 0.02f, 0.5f);
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Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 133.0f, 0.05f, 100.0f);
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this->actor.world.pos.y += Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
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this->cameraNextAt.x = this->targetPos.x;
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this->cameraNextAt.y = this->targetPos.y - 10.0f;
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this->cameraNextAt.z = this->targetPos.z;
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if (this->timers[0] == 0) {
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this->deathState = DEATH_WARP;
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this->timers[0] = 350;
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this->timers[1] = 50;
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this->fwork[GND_CAMERA_ZOOM] = 300.0f;
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this->cameraNextEye.y = GND_BOSSROOM_CENTER_Y + 233.0f;
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player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
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player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
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holdCamera = true;
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bodyDecayLevel = 1;
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}
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}
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break;
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case DEATH_WARP:
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@ -61,6 +61,23 @@ typedef enum {
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/* 13 */ GND_FLOAT_COUNT = 13
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} BossGanondrofF32Var;
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// SOH [Enhancements] Relocated from z_boss_ganondrof.c to use in time saver.
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typedef enum {
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/* 0 */ NOT_DEAD,
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/* 1 */ DEATH_START,
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/* 2 */ DEATH_THROES,
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/* 3 */ DEATH_WARP,
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/* 4 */ DEATH_SCREAM,
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/* 5 */ DEATH_DISINTEGRATE,
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/* 6 */ DEATH_FINISH
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} BossGanondrofDeathState;
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typedef enum {
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/* 0 */ DEATH_SPASM,
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/* 1 */ DEATH_LIMP,
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/* 2 */ DEATH_HUNCHED
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} BossGanondrofDeathAction;
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typedef struct BossGanondrof {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelAnime skelAnime;
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