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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Implemented first-person-movement functions
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1 changed files with 74 additions and 35 deletions
107
patches/input.c
107
patches/input.c
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@ -1,6 +1,7 @@
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#include "patches.h"
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#include "input.h"
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#include "z64snap.h"
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#include "z64save.h"
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// Decomp rename, TODO update decomp and remove this
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#define AudioVoice_GetWord func_801A5100
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#include "z64voice.h"
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@ -13,8 +14,45 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2);
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s16 func_80832754(Player* this, s32 arg1);
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s32 func_8082EF20(Player* this);
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bool recomp_first_person_movement_allowed(PlayState* play, Player* this, bool in_free_look) {
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return play->unk_1887C == 0 && (in_free_look || this->currentMask != PLAYER_MASK_ZORA);
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}
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void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2) {
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f32 movementSpeed = 8.25f; // account for form
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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movementSpeed *= 1.5f;
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}
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//f32 relX = (sPlayerControlInput->rel.stick_x / 10);
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//f32 relY = (sPlayerControlInput->rel.stick_y / 10);
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f32 relX = -(play->state.input[0].rel.stick_x / 10);
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f32 relY = (play->state.input[0].rel.stick_y / 10);
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// Normalize so that diagonal movement isn't faster
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f32 relMag = sqrtf((relX * relX) + (relY * relY));
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if (relMag > 1.0f) {
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relX /= relMag;
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relY /= relMag;
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}
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// Determine what left and right mean based on camera angle
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f32 relX2 = relX * Math_CosS(this->actor.focus.rot.y) + relY * Math_SinS(this->actor.focus.rot.y);
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f32 relY2 = relY * Math_CosS(this->actor.focus.rot.y) - relX * Math_SinS(this->actor.focus.rot.y);
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// Calculate distance for footstep sound
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f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
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func_8083EA44(this, distance / 4.5f);
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this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
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this->actor.world.pos.z += (relY2 * movementSpeed) + this->actor.colChkInfo.displacement.z;
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}
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// @recomp Patched to add gyro and mouse aiming.
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RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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bool first_person_movement_allowed = false;
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s32 pad;
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s16 var_s0;
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// @recomp Get the aiming camera inversion state.
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@ -39,8 +77,15 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// analog_x, analog_y);
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if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
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first_person_movement_allowed = recomp_first_person_movement_allowed(play, this, true);
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// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
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if (first_person_movement_allowed) {
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var_s0 = CLAMP(analog_y, -61, 61) * 0xF0;
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}
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else {
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var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
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}
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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if (!inverted_y) {
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@ -49,8 +94,12 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
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// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
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if (first_person_movement_allowed) {
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var_s0 = CLAMP(analog_x, -61, 61) * -0x10;
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}
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else {
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var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
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}
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// @recomp Invert the X axis accordingly
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if (inverted_x) {
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var_s0 = -var_s0;
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@ -59,6 +108,8 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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this->actor.focus.rot.y += var_s0;
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}
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else {
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first_person_movement_allowed = recomp_first_person_movement_allowed(play, this, false);
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static float total_gyro_x, total_gyro_y;
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static float total_mouse_x, total_mouse_y;
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static float filtered_gyro_x, filtered_gyro_y;
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@ -100,7 +151,15 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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// Also add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
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//s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
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s32 stick_y;
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if (first_person_movement_allowed) {
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stick_y = CLAMP(analog_y, -61, 61);
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}
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else {
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stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
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}
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if (!inverted_y) {
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stick_y = -stick_y;
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}
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@ -121,7 +180,14 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// @recomp Invert the X axis accordingly. Also add in the analog camera Y input.
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// Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
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s32 stick_x;
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if (first_person_movement_allowed) {
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stick_x = CLAMP(analog_x, -61, 61);
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}
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else {
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stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
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}
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if (inverted_x) {
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stick_x = -stick_x;
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}
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@ -133,37 +199,10 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
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}
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// // Handle First Person Movement
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//{
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f32 movementSpeed = 8.25f; // account for form
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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movementSpeed *= 1.5f;
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if (first_person_movement_allowed) {
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recomp_handle_first_person_movement(play, this, arg2);
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}
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//f32 relX = (sPlayerControlInput->rel.stick_x / 10);
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//f32 relY = (sPlayerControlInput->rel.stick_y / 10);
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f32 relX = (play->state.input[0].rel.stick_x / 10);
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f32 relY = (play->state.input[0].rel.stick_y / 10);
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// Normalize so that diagonal movement isn't faster
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f32 relMag = sqrtf((relX * relX) + (relY * relY));
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if (relMag > 1.0f) {
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relX /= relMag;
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relY /= relMag;
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}
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// Determine what left and right mean based on camera angle
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f32 relX2 = relX * Math_CosS(this->actor.focus.rot.y) + relY * Math_SinS(this->actor.focus.rot.y);
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f32 relY2 = relY * Math_CosS(this->actor.focus.rot.y) - relX * Math_SinS(this->actor.focus.rot.y);
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// Calculate distance for footstep sound
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f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
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func_8083EA44(this, distance / 4.5f);
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this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
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this->actor.world.pos.z += (relY2 * movementSpeed) + this->actor.colChkInfo.displacement.z;
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//}
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this->unk_AA6 |= 2;
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return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
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