stealth testing

This commit is contained in:
Ryanoberlein 2023-11-10 22:57:08 -05:00
commit ef7a5aa7c9

View file

@ -384,6 +384,57 @@ void accessible_climable(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_PL_LAND_LADDER, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_PL_LAND_LADDER, false);
} }
void accessible_en_guard(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play);
f32 guardsfx = NA_SE_IT_SWORD_IMPACT;
if (fabs(actor->actor->world.pos.x - player->actor.world.pos.x) >
fabs(actor->actor->world.pos.z - player->actor.world.pos.z)) {
if (actor->actor->world.rot.y == 16384) {
if (actor->actor->world.pos.x < player->actor.world.pos.x) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
}
} else if (actor->actor->world.rot.y == -16384) {
if (actor->actor->world.pos.x < player->actor.world.pos.x) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
}
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 1.0);
}
} else {
if (actor->actor->world.rot.y == 0) {
if (actor->actor->world.pos.z < player->actor.world.pos.z) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.1);
}
} else if (actor->actor->world.rot.y == -32768) {
if (actor->actor->world.pos.z < player->actor.world.pos.z) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.1);
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
}
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx /*change*/, false);
ActorAccessibility_SetSoundPitch(actor, 0, 1.0);
}
}
}
void accessible_goma(AccessibleActor* actor) { void accessible_goma(AccessibleActor* actor) {
BossGoma* goma = (BossGoma*)actor->actor; BossGoma* goma = (BossGoma*)actor->actor;
if (goma->visualState == 0) { if (goma->visualState == 0) {
@ -503,11 +554,30 @@ void accessible_audio_compass(AccessibleActor* actor) {
ActorAccessibility_InitPolicy(&policy, "Rock", accessible_en_ishi, 0); ActorAccessibility_InitPolicy(&policy, "Rock", accessible_en_ishi, 0);
ActorAccessibility_AddSupportedActor(ACTOR_EN_ISHI, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_ISHI, policy);
ActorAccessibility_InitPolicy(&policy, "Mido", NULL, NA_SE_VO_NA_HELLO_0); ActorAccessibility_InitPolicy(&policy, "Story NPCs", NULL, NA_SE_VO_NA_HELLO_0);
policy.englishName = "Mido";
policy.n = Npc_Frames; policy.n = Npc_Frames;
policy.distance = 1000; policy.distance = 1000;
policy.pitch = 1.1; policy.pitch = 1.1;
ActorAccessibility_AddSupportedActor(ACTOR_EN_MD, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_MD, policy);
policy.englishName = "Malon";
policy.distance = 500;
ActorAccessibility_AddSupportedActor(ACTOR_EN_MA1, policy);
policy.englishName = "Talon";
ActorAccessibility_AddSupportedActor(ACTOR_EN_TA, policy);
ActorAccessibility_InitPolicy(&policy, "Guards", accessible_en_guard, 0);
ActorAccessibility_AddSupportedActor(ACTOR_EN_HEISHI1, policy);
ActorAccessibility_InitPolicy(&policy, "Shopkeepers", NULL, NA_SE_VO_NA_HELLO_1);
policy.pitch = 0.6;
policy.n = 30;
policy.englishName = "Shooting Gallery Man";
ActorAccessibility_AddSupportedActor(ACTOR_EN_SYATEKI_MAN, policy);
policy.englishName = "Bombchu Bowling Alley Lady";
ActorAccessibility_AddSupportedActor(ACTOR_EN_BOM_BOWL_MAN, policy);
policy.englishName = "ShopKeeper";
ActorAccessibility_AddSupportedActor(ACTOR_EN_OSSAN, policy);
ActorAccessibility_InitPolicy(&policy, "Kokiri Child", accessible_en_NPC_Gen, 0); ActorAccessibility_InitPolicy(&policy, "Kokiri Child", accessible_en_NPC_Gen, 0);
policy.n = Npc_Frames; policy.n = Npc_Frames;
@ -517,8 +587,19 @@ void accessible_audio_compass(AccessibleActor* actor) {
policy.englishName = "Saria"; policy.englishName = "Saria";
ActorAccessibility_AddSupportedActor(ACTOR_EN_SA, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_SA, policy);
policy.englishName = "Happy Mask Shop Customer";
ActorAccessibility_AddSupportedActor(ACTOR_EN_GUEST, policy);
policy.englishName = "Market Npc";
ActorAccessibility_AddSupportedActor(ACTOR_EN_HY, policy);
policy.englishName = "Girl Chassing Cucco";
ActorAccessibility_AddSupportedActor(ACTOR_EN_NIW_GIRL, policy);
policy.englishName = "Honey & Darling";
ActorAccessibility_AddSupportedActor(ACTOR_EN_TG, policy);
policy.englishName = "Haggling Townspeople";
ActorAccessibility_AddSupportedActor(ACTOR_EN_MU, policy);
policy.englishName = "Skull Kid"; policy.englishName = "Skull Kid";
ActorAccessibility_AddSupportedActor(ACTOR_EN_SKJ, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_SKJ, policy);
policy.englishName = "Gossip Stone"; policy.englishName = "Gossip Stone";
policy.pitch = 0.75; policy.pitch = 0.75;
ActorAccessibility_AddSupportedActor(ACTOR_EN_GS, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_GS, policy);
@ -536,10 +617,13 @@ void accessible_audio_compass(AccessibleActor* actor) {
//ACTOR_EN_A_OBJ has exactly the same configuration. //ACTOR_EN_A_OBJ has exactly the same configuration.
ActorAccessibility_AddSupportedActor(ACTOR_EN_A_OBJ, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_A_OBJ, policy);
ActorAccessibility_InitPolicy(&policy, "Large Crate", NULL, NA_SE_EV_WOODBOX_BREAK);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_KIBAKO2, policy);
ActorAccessibility_InitPolicy(&policy, "deku stick drops", accessible_sticks, 0); ActorAccessibility_InitPolicy(&policy, "deku stick drops", accessible_sticks, 0);
ActorAccessibility_AddSupportedActor(ACTOR_EN_DEKUBABA, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_DEKUBABA, policy);
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAREBABA, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_KAREBABA, policy);
ActorAccessibility_InitPolicy(&policy, "Owl", NULL, NA_SE_EN_OWL_FLUTTER);
ActorAccessibility_AddSupportedActor(ACTOR_EN_OWL, policy);
// will probably just get replaced with ghost actors anyways // will probably just get replaced with ghost actors anyways
// ActorAccessibility_AddSupporte dActor(ACTOR_EN_HOLL, "Room Changing Plane", NULL, 30, 500, 1.0, 1.0, // ActorAccessibility_AddSupporte dActor(ACTOR_EN_HOLL, "Room Changing Plane", NULL, 30, 500, 1.0, 1.0,
// NA_SE_EV_STONEDOOR_STOP /*NOT SURE YET*/); // NA_SE_EV_STONEDOOR_STOP /*NOT SURE YET*/);