adds cues to tell where you are relative to chests

This commit is contained in:
Ryan 2023-08-30 23:06:04 -04:00
commit def4b201f6
2 changed files with 55 additions and 5 deletions

View file

@ -49,16 +49,64 @@ void accessible_en_NPC_Gen(AccessibleActor* actor) {
}
void accessible_en_chest(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play);
EnBox* chest = (EnBox*)actor->actor;
//Only chests that are "waiting to be opened" should play a sound. Chests which have not yet appeared (because some enemy has not been killed, switch has not been hit, etc) will not be in this action mode.
if (chest->actionFunc != EnBox_WaitOpen)
return;
s32 treasureFlag = actor->actor->params & 0x1F;
if (!(treasureFlag >= 20 && treasureFlag < 32)) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_TBOX_UNLOCK, false);
}
//Only chests that are "waiting to be opened" should play a sound. Chests which have not yet appeared (because some enemy has not been killed, switch has not been hit, etc) will not be in this action mode.
f32 rightAngle = actor->actor->world.rot.y + 16384;
f32 leftAngle = actor->actor->world.rot.y - 16384;
Vec3f_ rightPos = actor->actor->world.pos;
f32 velocityXRight = Math_SinS(rightAngle)*10.0;
f32 velocityZRight = Math_CosS(rightAngle) * 10.0;
rightPos.x += velocityXRight;
rightPos.z += velocityZRight;
f32 z = rightPos.z + Math_CosS(leftAngle) * (fabs(player->actor.world.pos.x-rightPos.x));
f32 frontAngle = actor->actor->world.rot.y;
f32 backAngle = actor->actor->world.rot.y + (16384*2);
Vec3f_ frontPos = actor->actor->world.pos;
f32 velocityXFront = Math_SinS(frontAngle) * 10.0;
f32 velocityZFront = Math_CosS(frontAngle) * 10.0;
frontPos.x += velocityXFront;
frontPos.z += velocityZFront;
f32 x = frontPos.x + Math_SinS(backAngle) * (player->actor.world.pos.z - frontPos.z);
if (Math_CosS(actor->actor->world.rot.y + 16384) > 0) {
if (player->actor.world.pos.x < x-30) {
ActorAccessibility_SetSoundPitch(actor, 0, 1.5);
} else if (player->actor.world.pos.x > x + 30) {
ActorAccessibility_SetSoundPitch(actor, 0, 0.5);
} else if (Math_CosS(actor->actor->world.rot.y) > 0 && player->actor.world.pos.z > z &&
(!(treasureFlag >= 20 && treasureFlag < 32))) {
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false);
} else if ((Math_CosS(actor->actor->world.rot.y) < 0) && player->actor.world.pos.z < z &&
(!(treasureFlag >= 20 && treasureFlag < 32))) {
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false);
}
} else {
if (player->actor.world.pos.x > x + 30) {
ActorAccessibility_SetSoundPitch(actor, 0, 1.5);
} else if (player->actor.world.pos.x < x - 30) {
ActorAccessibility_SetSoundPitch(actor, 0, 0.5);
} else if (Math_CosS(actor->actor->world.rot.y) > 0 && player->actor.world.pos.z > z &&
(!(treasureFlag >= 20 && treasureFlag < 32))) {
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false);
} else if ((Math_CosS(actor->actor->world.rot.y) < 0) && player->actor.world.pos.z < z &&
(!(treasureFlag >= 20 && treasureFlag < 32))) {
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false);
}
}
}
void accessible_en_gerudo(AccessibleActor* actor) {
@ -101,7 +149,9 @@ void accessible_torches(AccessibleActor* actor) {
void accessible_hasi(AccessibleActor* actor) {
if ((actor->actor->params) == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_BLOCK_SHAKE, false);
actor->policy.ydist = 1000;
actor->policy.distance = 1000;
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false);
}
else if ((actor->actor->params) == 1) {
@ -491,7 +541,7 @@ void accessible_audio_compass(AccessibleActor* actor) {
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_SYOKUDAI, policy);
ActorAccessibility_InitPolicy(&policy, "Deku Tree Moving Platform", accessible_hasi, 0);
//policy.volume = 1.3;
policy.distance = 500;
policy.distance = 1000;
ActorAccessibility_AddSupportedActor(ACTOR_BG_YDAN_HASI, policy);
ActorAccessibility_InitPolicy(&policy, "Pot", NULL, NA_SE_EV_POT_BROKEN);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_TSUBO, policy);

View file

@ -133,7 +133,7 @@ void ActorAccessibility_Shutdown() {
policy->pitch = 1.5;
policy->runsAlways = false;
policy->sound = sfx;
policy->volume = 0.5;
policy->volume = 1.0;
policy->initUserData = NULL;
policy->cleanupUserData = NULL;
policy->pitchModifier = 0.1;