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Fix issues with faster heavy block lift (#4335)
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soh/soh/Enhancements/TimeSavers/FasterHeavyBlockLift.cpp
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58
soh/soh/Enhancements/TimeSavers/FasterHeavyBlockLift.cpp
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@ -0,0 +1,58 @@
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/OTRGlobals.h"
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#include "spdlog/spdlog.h"
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extern "C" {
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#include "z64save.h"
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#include "macros.h"
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#include "variables.h"
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#include "functions.h"
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extern PlayState* gPlayState;
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extern SaveContext gSaveContext;
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}
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/**
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* This primarily handles speeding up the heavy block lifts (OGC and in the Fire Trial) but also handles skipping
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* the one point cutscene since the two options are so similar in what they do.
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*/
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void FasterHeavyBlockLift_Register() {
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REGISTER_VB_SHOULD(VB_PLAY_ONEPOINT_ACTOR_CS, {
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Actor* actor = static_cast<Actor*>(opt);
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if (
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actor->id == ACTOR_BG_HEAVY_BLOCK &&
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(CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) || CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO))
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) {
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*should = false;
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}
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});
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REGISTER_VB_SHOULD(VB_FREEZE_LINK_FOR_BLOCK_THROW, {
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if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) || CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO)) {
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*should = false;
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}
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});
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REGISTER_VB_SHOULD(VB_PLAY_THROW_ANIMATION, {
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Player *player = GET_PLAYER(gPlayState);
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Actor* interactRangeActor = player->interactRangeActor;
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s32 interactActorId = interactRangeActor->id;
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LinkAnimationHeader* anim = static_cast<LinkAnimationHeader*>(opt);
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// Same actor is used for small and large silver rocks, use actor params to identify large ones
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bool isLargeSilverRock = interactActorId == ACTOR_EN_ISHI && interactRangeActor->params & 1 == 1;
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if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) && (isLargeSilverRock || interactActorId == ACTOR_BG_HEAVY_BLOCK)) {
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*should = false;
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LinkAnimation_PlayOnceSetSpeed(gPlayState, &player->skelAnime, anim, 5.0f);
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}
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});
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REGISTER_VB_SHOULD(VB_MOVE_THROWN_ACTOR, {
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if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
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Actor* heldActor = static_cast<Actor*>(opt);
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heldActor->shape.rot.x -= 3510;
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}
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});
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}
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@ -11,4 +11,5 @@ void TimeSavers_Register() {
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SkipIntro_Register();
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// SkipMiscInteractions
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MoveMidoInKokiriForest_Register();
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FasterHeavyBlockLift_Register();
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}
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@ -13,5 +13,6 @@ void TimeSavers_Register();
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void SkipIntro_Register();
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// SkipMiscInteractions
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void MoveMidoInKokiriForest_Register();
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void FasterHeavyBlockLift_Register();
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#endif // TIME_SAVERS_H
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@ -244,6 +244,8 @@ typedef enum {
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```
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*/
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VB_DRAW_AMMO_COUNT,
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VB_FREEZE_LINK_FOR_BLOCK_THROW,
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VB_MOVE_THROWN_ACTOR,
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/*** Play Cutscenes ***/
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@ -286,6 +288,7 @@ typedef enum {
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VB_PLAY_RAINBOW_BRIDGE_CS,
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// Opt: *EnBox
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VB_PLAY_SLOW_CHEST_CS,
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VB_PLAY_THROW_ANIMATION,
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/*** Give Items ***/
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@ -223,6 +223,10 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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if (actor->id == ACTOR_BG_MORI_HINERI) {
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break;
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}
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// This is handled in the FasterHeavyBlockLift enhancement
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if (actor->id == ACTOR_BG_HEAVY_BLOCK) {
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break;
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}
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RateLimitedSuccessChime();
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*should = false;
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@ -7,6 +7,7 @@
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#include "z_bg_heavy_block.h"
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#include "objects/object_heavy_object/object_heavy_object.h"
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#include "vt.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS 0
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@ -320,7 +321,6 @@ void BgHeavyBlock_Wait(BgHeavyBlock* this, PlayState* play) {
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if (Actor_HasParent(&this->dyna.actor, play)) {
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this->timer = 0;
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if (!CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
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switch (this->dyna.actor.params & 0xFF) {
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case HEAVYBLOCK_BREAKABLE:
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OnePointCutscene_Init(play, 4020, 270, &this->dyna.actor, MAIN_CAM);
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@ -332,7 +332,6 @@ void BgHeavyBlock_Wait(BgHeavyBlock* this, PlayState* play) {
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OnePointCutscene_Init(play, 4022, 210, &this->dyna.actor, MAIN_CAM);
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break;
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}
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}
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(quakeIndex, 25000);
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@ -369,7 +368,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
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this->timer++;
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if (!CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
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if (GameInteractor_Should(VB_FREEZE_LINK_FOR_BLOCK_THROW, true, this)) {
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Player_SetCsActionWithHaltedActors(play, &player->actor, 8);
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}
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@ -408,13 +407,10 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
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Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
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Quake_SetCountdown(quakeIndex, 30);
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// We don't want this arbitrarily long quake with the enhancement enabled
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if (!CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 2);
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Quake_SetSpeed(quakeIndex, 12000);
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Quake_SetQuakeValues(quakeIndex, 5, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 999);
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}
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 30,
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NA_SE_EV_ELECTRIC_EXPLOSION);
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@ -5096,11 +5096,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
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anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_carryB, this->modelAnimType);
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}
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// Same actor is used for small and large silver rocks, use actor params to identify large ones
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bool isLargeSilverRock = interactActorId == ACTOR_EN_ISHI && interactRangeActor->params & 1 == 1;
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if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) && (isLargeSilverRock || interactActorId == ACTOR_BG_HEAVY_BLOCK)) {
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 5.0f);
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} else {
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if (GameInteractor_Should(VB_PLAY_THROW_ANIMATION, true, anim)) {
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LinkAnimation_PlayOnce(play, &this->skelAnime, anim);
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}
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}
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@ -9842,14 +9838,12 @@ void Player_Action_80846120(Player* this, PlayState* play) {
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if (LinkAnimation_OnFrame(&this->skelAnime, 229.0f)) {
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Actor* heldActor = this->heldActor;
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if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
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// This is the difference in rotation when the animation is sped up 5x
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heldActor->shape.rot.x -= 3510;
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}
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if (GameInteractor_Should(VB_MOVE_THROWN_ACTOR, true, heldActor)) {
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heldActor->speedXZ = Math_SinS(heldActor->shape.rot.x) * 40.0f;
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heldActor->velocity.y = Math_CosS(heldActor->shape.rot.x) * 40.0f;
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heldActor->gravity = -2.0f;
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heldActor->minVelocityY = -30.0f;
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}
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Player_DetachHeldActor(play, this);
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return;
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}
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