Rando - Fix ice traps & get item logic (#2210)

* Fix ice traps & get item logic

* Fix shop keepers & more draw logic cleanup
This commit is contained in:
aMannus 2022-12-21 05:32:01 +01:00 committed by GitHub
commit a1a6c07549
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 90 additions and 42 deletions

View file

@ -78,6 +78,9 @@
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
// Used for animating the ice trap on the "Get Item" model.
f32 iceTrapScale;
void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
shape->yOffset = yOffset;
shape->shadowDraw = shadowDraw;
@ -2030,6 +2033,7 @@ s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEn
s32 absYawDiff = ABS(yawDiff);
if ((getItemEntry.getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) {
iceTrapScale = 0.0f;
player->getItemEntry = getItemEntry;
player->getItemId = getItemEntry.getItemId;
player->interactRangeActor = actor;

View file

@ -400,9 +400,7 @@ void GetItem_Draw(PlayState* play, s16 drawId) {
* Uses the Custom Draw Function if it exists, or just calls `GetItem_Draw`
*/
void GetItemEntry_Draw(PlayState* play, GetItemEntry getItemEntry) {
// RANDOTODO: Make this more flexible for easier toggling of individual item recolors in the future.
if (getItemEntry.drawFunc != NULL &&
(CVar_GetS32("gRandoMatchKeyColors", 0) || getItemEntry.getItemId == RG_DOUBLE_DEFENSE)) {
if (getItemEntry.drawFunc != NULL) {
getItemEntry.drawFunc(play, &getItemEntry);
} else {
GetItem_Draw(play, getItemEntry.gid);

View file

@ -1,5 +1,6 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#include "objects/object_link_boy/object_link_boy.h"
#include "objects/object_link_child/object_link_child.h"
#include "objects/object_triforce_spot/object_triforce_spot.h"
@ -1172,6 +1173,49 @@ void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
}
}
void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne, f32 height) {
OPEN_DISPS(play->state.gfxCtx);
if (CVar_GetS32("gLetItSnow", 0)) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gDPSetGrayscaleColor(POLY_OPA_DISP++, 75, 75, 75, 255);
gSPGrayscale(POLY_OPA_DISP++, true);
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gSilverRockDL);
gSPGrayscale(POLY_OPA_DISP++, false);
} else {
if (iceTrapScale < 0.01) {
iceTrapScale += 0.001f;
} else if (iceTrapScale < 0.8f) {
iceTrapScale += 0.2f;
}
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
(play->gameplayFrames * -2) % 128, 32, 32));
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
// Reset matrix for the fake item model because we're animating the size of the ice block around it before this.
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
// Draw fake item model.
GetItem_Draw(play, drawIdPlusOne - 1);
}
CLOSE_DISPS(play->state.gfxCtx);
}
void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
@ -1187,9 +1231,9 @@ void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 dr
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
// RANDOTODO: Make this more flexible for easier toggling of individual item recolors in the future.
if (this->getItemEntry.drawFunc != NULL &&
(CVar_GetS32("gRandoMatchKeyColors", 0) || this->getItemEntry.getItemId == RG_DOUBLE_DEFENSE || this->getItemEntry.getItemId == RG_ICE_TRAP)) {
if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
} else if (this->getItemEntry.drawFunc != NULL) {
this->getItemEntry.drawFunc(play, &this->getItemEntry);
} else {
GetItem_Draw(play, drawIdPlusOne - 1);