Shipwright/soh/src/code/z_player_lib.c

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#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"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/randomizer/draw.h"
Feature: Crowd Control Integration (#1568) * Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit 2aafcc1df29686940945ebab87372360a06a3cf7. * Revert "few fix and paper Link" This reverts commit 65e76dcfeec3924ca9977c931703b4c3232a9733. * Paper Link & few fixes (#28) * Implement pacifist mode (#30) * Implement cucco storm (#31) * Add no UI functionality (#32) * Enable CrowdControl on windows (#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (#38) * Check for pause in pacifist and allow button presses (#39) * Fix Pacifist mode (#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (#42) * Small stalfos fix (#43) * Syntax Improvements (#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (#45) * Protect commands vector with mutex * prefix effects with chaosEffect (#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
2022-09-27 22:41:17 -04:00
#include <stdlib.h>
typedef struct {
/* 0x00 */ u8 flag;
/* 0x02 */ u16 textId;
} TextTriggerEntry; // size = 0x04
typedef struct {
/* 0x00 */ void* dList;
/* 0x04 */ Vec3f pos;
} BowStringData; // size = 0x10
FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
s16 sBootData[PLAYER_BOOTS_MAX][17] = {
{ 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 },
{ 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 },
{ 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 },
{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
};
// Used to map action params to model groups
u8 sActionModelGroups[] = {
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED
PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER
PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI
PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_DEKU
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_HYLIAN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_MIRROR
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_KOKIRI
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_GORON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_ZORA
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_KOKIRI
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_IRON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_HOVER
};
TextTriggerEntry sTextTriggers[] = {
{ 1, 0x3040 },
{ 2, 0x401D },
{ 0, 0x0000 },
{ 2, 0x401D },
};
// Used to map model groups to model types for [animation, left hand, right hand, sheath, waist]
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u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
/* PLAYER_MODELGROUP_0 */
{
PLAYER_ANIMTYPE_2,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_SHIELD,
PLAYER_MODELTYPE_SHEATH_16,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */
{
PLAYER_ANIMTYPE_1,
PLAYER_MODELTYPE_LH_SWORD,
PLAYER_MODELTYPE_RH_CLOSED,
PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_SWORD */
{
PLAYER_ANIMTYPE_1,
PLAYER_MODELTYPE_LH_SWORD,
PLAYER_MODELTYPE_RH_SHIELD,
PLAYER_MODELTYPE_SHEATH_17,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_DEFAULT */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_4 */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_BGS */
{
PLAYER_ANIMTYPE_3,
PLAYER_MODELTYPE_LH_BGS,
PLAYER_MODELTYPE_RH_CLOSED,
PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_BOW_SLINGSHOT */
{
PLAYER_ANIMTYPE_4,
PLAYER_MODELTYPE_LH_CLOSED,
PLAYER_MODELTYPE_RH_BOW_SLINGSHOT,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_EXPLOSIVES */
{
PLAYER_ANIMTYPE_5,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_BOOMERANG */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_BOOMERANG,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_HOOKSHOT */
{
PLAYER_ANIMTYPE_4,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_HOOKSHOT,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_10 */
{
PLAYER_ANIMTYPE_3,
PLAYER_MODELTYPE_LH_CLOSED,
PLAYER_MODELTYPE_RH_CLOSED,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_HAMMER */
{
PLAYER_ANIMTYPE_3,
PLAYER_MODELTYPE_LH_HAMMER,
PLAYER_MODELTYPE_RH_CLOSED,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_OCARINA */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_OCARINA,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_OOT */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_OPEN,
PLAYER_MODELTYPE_RH_OOT,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_BOTTLE */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_BOTTLE,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST
},
/* PLAYER_MODELGROUP_15 */
{
PLAYER_ANIMTYPE_0,
PLAYER_MODELTYPE_LH_SWORD,
PLAYER_MODELTYPE_RH_OPEN,
PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST
},
};
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Gfx* sPlayerRightHandShieldDLs[PLAYER_SHIELD_MAX * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
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// PLAYER_SHIELD_DEKU
gLinkAdultRightHandClosedNearDL,
gLinkChildRightFistAndDekuShieldNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightFistAndDekuShieldFarDL,
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// PLAYER_SHIELD_HYLIAN
gLinkAdultRightHandHoldingHylianShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingHylianShieldFarDL,
gLinkChildRightHandClosedFarDL,
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// PLAYER_SHIELD_MIRROR
gLinkAdultRightHandHoldingMirrorShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingMirrorShieldFarDL,
gLinkChildRightHandClosedFarDL,
};
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Gfx* sSheathWithSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
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// PLAYER_SHIELD_DEKU
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL,
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// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL,
gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL,
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// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
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// PLAYER_SHIELD_NONE (child, no sword)
NULL, NULL,
NULL, NULL,
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// PLAYER_SHIELD_DEKU (child, no sword)
NULL, gLinkChildDekuShieldWithMatrixDL,
NULL, gLinkChildDekuShieldWithMatrixDL,
};
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Gfx* sSheathWithoutSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
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// PLAYER_SHIELD_DEKU
gLinkAdultSheathNearDL,
gLinkChildDekuShieldAndSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildDekuShieldAndSheathFarDL,
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// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldAndSheathNearDL,
gLinkChildHylianShieldAndSheathNearDL,
gLinkAdultHylianShieldAndSheathFarDL,
gLinkChildHylianShieldAndSheathFarDL,
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// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldAndSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultMirrorShieldAndSheathFarDL,
gLinkChildSheathFarDL,
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// PLAYER_SHIELD_NONE (child, no sword)
NULL,
NULL,
NULL,
NULL,
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// PLAYER_SHIELD_DEKU (child, no sword)
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* gPlayerLeftHandBgsDLs[] = {
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// Biggoron Sword
gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
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// Broken Giant's Knife
gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
};
Gfx* gPlayerLeftHandOpenDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandClosedDLs[] = {
gLinkAdultLeftHandClosedNearDL,
gLinkChildLeftFistNearDL,
gLinkAdultLeftHandClosedFarDL,
gLinkChildLeftFistFarDL,
};
Gfx* sPlayerLeftHandSwordDLs2[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerLeftHandSwordDLs[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerRightHandOpenDLs[] = {
gLinkAdultRightHandNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandFarDL,
gLinkChildRightHandFarDL,
};
Gfx* sPlayerRightHandClosedDLs[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* sPlayerRightHandBowSlingshotDLs[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* sSwordAndSheathDLs[] = {
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
};
Gfx* sSheathDLs[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
};
Gfx* sPlayerWaistDLs[] = {
gLinkAdultWaistNearDL,
gLinkChildWaistNearDL,
gLinkAdultWaistFarDL,
gLinkChildWaistFarDL,
};
Gfx* sPlayerRightHandBowSlingshotDLs2[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* sPlayerRightHandOcarinaDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandHoldingFairyOcarinaNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingFairyOcarinaFarDL,
};
Gfx* sPlayerRightHandOotDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandAndOotNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingOOTFarDL,
};
Gfx* sPlayerRightHandHookshotDLs[] = {
gLinkAdultRightHandHoldingHookshotNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
gLinkChildRightHandFarDL,
};
Gfx* sPlayerLeftHandHammerDLs[] = {
gLinkAdultLeftHandHoldingHammerNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandHoldingHammerFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandBoomerangDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftFistAndBoomerangNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftFistAndBoomerangFarDL,
};
Gfx* sPlayerLeftHandBottleDLs[] = {
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
};
Gfx* sFirstPersonLeftForearmDLs[] = {
gLinkAdultRightArmOutNearDL,
NULL,
};
Gfx* sFirstPersonLeftHandDLs[] = {
gLinkAdultRightHandOutNearDL,
NULL,
};
Gfx* sFirstPersonRightShoulderDLs[] = {
gLinkAdultRightShoulderNearDL,
gLinkChildRightShoulderNearDL,
};
Gfx* sFirstPersonForearmDLs[] = {
gLinkAdultLeftArmOutNearDL,
NULL,
};
Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = {
gLinkAdultRightHandHoldingBowFirstPersonDL,
gLinkChildRightArmStretchedSlingshotDL,
};
// Indexed by model types (left hand, right hand, sheath or waist)
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Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = {
gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN
gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED
sPlayerLeftHandSwordDLs, // PLAYER_MODELTYPE_LH_SWORD
sPlayerLeftHandSwordDLs2, // PLAYER_MODELTYPE_LH_SWORD_2
gPlayerLeftHandBgsDLs, // PLAYER_MODELTYPE_LH_BGS
sPlayerLeftHandHammerDLs, // PLAYER_MODELTYPE_LH_HAMMER
gPlayerLeftHandBoomerangDLs, // PLAYER_MODELTYPE_LH_BOOMERANG
sPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE
sPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN
sPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED
sPlayerRightHandShieldDLs, // PLAYER_MODELTYPE_RH_SHIELD
sPlayerRightHandBowSlingshotDLs, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
sPlayerRightHandBowSlingshotDLs2, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2
sPlayerRightHandOcarinaDLs, // PLAYER_MODELTYPE_RH_OCARINA
sPlayerRightHandOotDLs, // PLAYER_MODELTYPE_RH_OOT
sPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT
sSwordAndSheathDLs, // PLAYER_MODELTYPE_SHEATH_16
sSheathDLs, // PLAYER_MODELTYPE_SHEATH_17
sSheathWithSwordDLs, // PLAYER_MODELTYPE_SHEATH_18
sSheathWithoutSwordDLs, // PLAYER_MODELTYPE_SHEATH_19
sPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST
};
Gfx gCullBackDList[] = {
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx gCullFrontDList[] = {
gsSPSetGeometryMode(G_CULL_FRONT),
gsSPEndDisplayList(),
};
Vec3f* D_80160000;
s32 sDListsLodOffset;
Vec3f sGetItemRefPos;
s32 sLeftHandType;
s32 sRightHandType;
void Player_SetBootData(PlayState* play, Player* this) {
s32 currentBoots;
s16* bootRegs;
REG(27) = 2000;
REG(48) = 370;
currentBoots = this->currentBoots;
if (currentBoots == PLAYER_BOOTS_KOKIRI) {
if (!LINK_IS_ADULT) {
currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & 0x8000000) {
currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
}
REG(27) = 500;
REG(48) = 100;
}
bootRegs = sBootData[currentBoots];
REG(19) = bootRegs[0];
REG(30) = bootRegs[1];
REG(32) = bootRegs[2];
REG(34) = bootRegs[3];
REG(35) = bootRegs[4];
REG(36) = bootRegs[5];
REG(37) = bootRegs[6];
REG(38) = bootRegs[7];
REG(43) = bootRegs[8];
REG(45) = bootRegs[9];
REG(68) = bootRegs[10];
REG(69) = bootRegs[11];
IREG(66) = bootRegs[12];
IREG(67) = bootRegs[13];
IREG(68) = bootRegs[14];
IREG(69) = bootRegs[15];
MREG(95) = bootRegs[16];
if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) {
REG(45) = 500;
}
}
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
// Custom method used to determine if we're using a custom model for link
uint8_t Player_IsCustomLinkModel() {
build soh with LUS 1.0.0 (#2881) * Bump LUS * Ship -> LUS namespace change * z_scene_otr Ship -> LUS namespace * Starting to get SoH to build with LUS imgui changes. * start stuff * gamecontroleditor build issues resolved maybe * cosmetics editor and what not * console * actor viewer * more stuff * more stuff * on to errors that make sense * putting this down for a bit * no idea what these errors mean now * some kind of progress maybe * latest lus main * more * back to linker errors and being lost * Fixes command function signature. * More fixes * Even more fixes * Bump LUS * More Fixes. * Fixes even more errors. * lus bump * input editor as var * audio editor working * it builds with this * bump lus * it opens * bump lus to latest main again * make sure to do all the command registering in debugconsole * lus and what not * switch type stuff plz * undo * do the thing that fixes the thing * fix mac? * correctly show/hide menubar on boot * bump lus * input blocking updates * bump lus * Bump LUS * Press F1 to open enhancement menus moved to SoH * lus and rendering backend stuff * audio backend and lus * Bump LUS * Fixes WindowBackend dropdown * Bump LUS * misc -> utils and moves binarytools to utils. * Window refactor * bump lus * make it work * Fixes for moved files again * Bump LUS * Mercury -> Config * Bump LUS * Reacts to removed LUS hooks and bump LUS * Remove Hook: GfxInit * Removes debug audio_setgamevolume to 1 * use non-crashing branch of lus * fix: make audio init work without hooks * game icon stuff * multifix bmp * use input viewer class branch for now * just "Ship" it's cleaner * Bump LUS * Removed ExitGame hook. * Bump LUS * Hook system removed from LUS. * More LUS updates * Changes to make window position saving. * Bump LUS * Bump LUS (for real) * LUS resources now return a specialized pointer. * Bump LUS * Fixes issue in SetPathways::GetPointerSize * Bump LUS to 1.0.0 * builds but crashes * fix crash * better macro names in debug console * remove commeted out line * remove redundant check tracker settings window logic * remove commented out line * move the * * remove extra seqplayers enum def * this sneaky little guy was hiding behind a wii u ifdef * remove extra check tracker header --------- Co-authored-by: Kenix <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00
return (LINK_IS_ADULT && ResourceGetIsCustomByName(gLinkAdultSkel)) ||
(LINK_IS_CHILD && ResourceGetIsCustomByName(gLinkChildSkel));
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
}
s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) ||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
2023-10-19 19:13:33 -04:00
((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
}
s32 Player_InCsMode(PlayState* play) {
Player* this = GET_PLAYER(play);
return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & 0x10);
}
s32 Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.linkAge != 0 && (this->currentShield == PLAYER_SHIELD_HYLIAN);
}
s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
s32 modelGroup = sActionModelGroups[actionParam];
2023-10-26 20:38:43 -04:00
if ((modelGroup == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) {
// child, using kokiri sword with hylian shield equipped
return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
} else {
return modelGroup;
}
}
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK) ||
!Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) {
2023-10-26 20:38:43 -04:00
this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD;
this->rightHandDLists = &sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD][gSaveContext.linkAge];
if (this->sheathType == PLAYER_MODELTYPE_SHEATH_18) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_16;
} else if (this->sheathType == PLAYER_MODELTYPE_SHEATH_19) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_17;
}
this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
2023-10-26 20:38:43 -04:00
this->modelAnimType = PLAYER_ANIMTYPE_2;
this->itemAction = -1;
}
}
}
void Player_SetModels(Player* this, s32 modelGroup) {
// Left hand
2023-10-26 20:38:43 -04:00
this->leftHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND];
this->leftHandDLists = &sPlayerDListGroups[this->leftHandType][gSaveContext.linkAge];
// Right hand
2023-10-26 20:38:43 -04:00
this->rightHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND];
this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][gSaveContext.linkAge];
if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && this->rightHandType == 11) { // If holding Bow/Slingshot
this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][Player_HoldsSlingshot(this)];
}
// Sheath
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this->sheathType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
// Waist
this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][gSaveContext.linkAge];
Player_SetModelsForHoldingShield(this);
}
void Player_SetModelGroup(Player* this, s32 modelGroup) {
this->modelGroup = modelGroup;
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if (modelGroup == PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD) {
this->modelAnimType = PLAYER_ANIMTYPE_0;
} else {
2023-10-26 20:38:43 -04:00
this->modelAnimType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_ANIM];
}
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if ((this->modelAnimType < PLAYER_ANIMTYPE_3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
this->modelAnimType = PLAYER_ANIMTYPE_0;
}
Player_SetModels(this, modelGroup);
}
void func_8008EC70(Player* this) {
this->itemAction = this->heldItemAction;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
this->unk_6AD = 0;
}
void Player_SetEquipmentData(PlayState* play, Player* this) {
if (this->csMode != 0x56) {
this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD));
this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
this->currentSwordItemId = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
Player_SetBootData(play, this);
}
}
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam) {
Inventory_UpdateBottleItem(play, item, this->heldItemButton);
if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemAction = actionParam;
}
this->itemAction = actionParam;
}
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~0x2000;
}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~0x400F8000;
} else if (!(this->stateFlags1 & 0x2C0000)) {
this->stateFlags1 |= 0x80000;
}
func_8008EDF0(this);
}
void func_8008EEAC(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= 0x10000;
Camera_SetParam(Play_GetCamera(play, 0), 8, actor);
Camera_ChangeMode(Play_GetCamera(play, 0), 2);
}
s32 func_8008EF30(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->stateFlags1 & 0x800000);
}
s32 func_8008EF44(PlayState* play, s32 ammo) {
play->shootingGalleryStatus = ammo + 1;
return 1;
}
s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(play);
Vec3f diff;
s32 pad;
if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
} else {
return false;
}
}
s32 Player_GetStrength(void) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (CVarGetInteger("gTimelessEquipment", 0) || LINK_IS_ADULT) {
return strengthUpgrade;
} else if (strengthUpgrade != 0) {
return PLAYER_STR_BRACELET;
} else {
return PLAYER_STR_NONE;
}
}
u8 Player_GetMask(PlayState* play) {
Player* this = GET_PLAYER(play);
return this->currentMask;
}
Player* Player_UnsetMask(PlayState* play) {
Player* this = GET_PLAYER(play);
this->currentMask = PLAYER_MASK_NONE;
return this;
}
s32 Player_HasMirrorShieldEquipped(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
Player* this = GET_PLAYER(play);
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return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
s32 magicSpell = actionParam - PLAYER_IA_MAGIC_SPELL_15;
if ((magicSpell >= 0) && (magicSpell < 6)) {
return magicSpell;
} else {
return -1;
}
}
s32 Player_HoldsHookshot(Player* this) {
return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
}
s32 Player_HoldsBow(Player* this) {
switch(this->heldItemAction){
case PLAYER_IA_BOW:
case PLAYER_IA_BOW_FIRE:
case PLAYER_IA_BOW_ICE:
case PLAYER_IA_BOW_LIGHT:
return true;
default:
return false;
}
}
s32 Player_HoldsSlingshot(Player* this) {
return this->heldItemAction == PLAYER_IA_SLINGSHOT;
}
s32 func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
}
s32 Player_ActionToMeleeWeapon(s32 actionParam) {
s32 sword = actionParam - PLAYER_IA_FISHING_POLE;
if ((sword > 0) && (sword < 6)) {
return sword;
} else {
return 0;
}
}
s32 Player_GetMeleeWeaponHeld(Player* this) {
return Player_ActionToMeleeWeapon(this->heldItemAction);
}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemAction >= PLAYER_IA_SWORD_BIGGORON) && (this->heldItemAction <= PLAYER_IA_HAMMER)) {
return 1;
} else {
return 0;
}
}
s32 Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) && (gSaveContext.swordHealth <= 0.0f);
}
s32 Player_ActionToBottle(Player* this, s32 actionParam) {
s32 bottle = actionParam - PLAYER_IA_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
} else {
return -1;
}
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemAction);
}
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
s32 explosive = actionParam - PLAYER_IA_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
} else {
return -1;
}
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemAction);
}
s32 func_8008F2BC(Player* this, s32 actionParam) {
s32 sword = 0;
if (actionParam != PLAYER_IA_LAST_USED) {
sword = actionParam - PLAYER_IA_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
}
}
return sword;
return_neg:
return -1;
}
s32 Player_GetEnvironmentalHazard(PlayState* play) {
Player* this = GET_PLAYER(play);
TextTriggerEntry* triggerEntry;
s32 var;
if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) { // Room is hot
var = 0;
} else if ((this->unk_840 > 80) &&
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
} else if (this->stateFlags1 & 0x8000000) { // Swimming
var = 2;
} else {
return 0;
}
// Trigger general textboxes under certain conditions, like "It's so hot in here!"
if (!Player_InCsMode(play)) {
triggerEntry = &sTextTriggers[var];
if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) &&
(((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)) ||
(((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) &&
(this->currentTunic != PLAYER_TUNIC_ZORA && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)))) {
Message_StartTextbox(play, triggerEntry->textId, NULL);
gSaveContext.textTriggerFlags |= triggerEntry->flag;
}
}
return var + 1;
}
u8 sEyeMouthIndexes[][2] = {
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
};
/**
* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
//TODO: Formatting
void* sEyeTextures[2][8] = {
{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
};
#else
void* sEyeTextures[] = {
gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
};
#endif
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
void* sMouthTextures[2][4] = {
{
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
},
{
gLinkChildMouth1Tex,
gLinkChildMouth2Tex,
gLinkChildMouth3Tex,
gLinkChildMouth4Tex,
},
};
#else
void* sMouthTextures[] = {
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
};
#endif
Color_RGB8 sTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
Color_RGB8 sGauntletColors[] = {
{ 255, 255, 255 },
{ 254, 207, 15 },
};
Gfx* sBootDListGroups[][2] = {
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{ gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL }, // PLAYER_BOOTS_IRON
{ gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, // PLAYER_BOOTS_HOVER
};
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
void* data) {
Color_RGB8* color;
s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
s32 mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(play->state.gfxCtx);
if (eyeIndex < 0) {
eyeIndex = sEyeMouthIndexes[face][0];
}
if (eyeIndex > 7)
eyeIndex = 7;
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.linkAge][eyeIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
#endif
if (mouthIndex < 0) {
mouthIndex = sEyeMouthIndexes[face][1];
}
if (mouthIndex > 3)
mouthIndex = 3;
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[gSaveContext.linkAge][mouthIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
#endif
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Color_RGB8 sTemp;
color = &sTunicColors[tunic];
if (tunic == PLAYER_TUNIC_KOKIRI && CVarGetInteger("gCosmetics.Link_KokiriTunic.Changed", 0)) {
sTemp = CVarGetColor24("gCosmetics.Link_KokiriTunic.Value", sTunicColors[PLAYER_TUNIC_KOKIRI]);
color = &sTemp;
} else if (tunic == PLAYER_TUNIC_GORON && CVarGetInteger("gCosmetics.Link_GoronTunic.Changed", 0)) {
sTemp = CVarGetColor24("gCosmetics.Link_GoronTunic.Value", sTunicColors[PLAYER_TUNIC_GORON]);
color = &sTemp;
} else if (tunic == PLAYER_TUNIC_ZORA && CVarGetInteger("gCosmetics.Link_ZoraTunic.Changed", 0)) {
sTemp = CVarGetColor24("gCosmetics.Link_ZoraTunic.Value", sTunicColors[PLAYER_TUNIC_ZORA]);
color = &sTemp;
}
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
// If we have a custom link model, always use the most detailed LOD
if (Player_IsCustomLinkModel()) {
lod = 0;
}
sDListsLodOffset = lod * 2;
SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson)) &&
(overrideLimbDraw != Player_OverrideLimbDrawGameplayCrawling) &&
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(gSaveContext.gameMode != 3)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (strengthUpgrade >= 2) { // silver or gold gauntlets
gDPPipeSync(POLY_OPA_DISP++);
color = &sGauntletColors[strengthUpgrade - 2];
if (strengthUpgrade == PLAYER_STR_SILVER_G && CVarGetInteger("gCosmetics.Gloves_SilverGauntlets.Changed", 0)) {
sTemp = CVarGetColor24("gCosmetics.Gloves_SilverGauntlets.Value", sGauntletColors[PLAYER_STR_SILVER_G - 2]);
color = &sTemp;
} else if (strengthUpgrade == PLAYER_STR_GOLD_G && CVarGetInteger("gCosmetics.Gloves_GoldenGauntlets.Changed", 0)) {
sTemp = CVarGetColor24("gCosmetics.Gloves_GoldenGauntlets.Value", sGauntletColors[PLAYER_STR_GOLD_G - 2]);
color = &sTemp;
}
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++,
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(sLeftHandType == PLAYER_MODELTYPE_LH_OPEN) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL);
gSPDisplayList(POLY_OPA_DISP++,
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(sRightHandType == PLAYER_MODELTYPE_RH_OPEN) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL);
}
if (boots != 0) {
Gfx** bootDLists = sBootDListGroups[boots - 1];
gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]);
gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]);
}
} else {
if (Player_GetStrength() > PLAYER_STR_NONE) {
gSPDisplayList(POLY_OPA_DISP++, gLinkChildGoronBraceletDL);
}
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
Vec3f D_80126038[] = {
{ 1304.0f, 0.0f, 0.0f },
{ 695.0f, 0.0f, 0.0f },
};
f32 D_80126050[] = { 1265.0f, 826.0f };
f32 D_80126058[] = { SQ(13.04f), SQ(6.95f) };
f32 D_80126060[] = { 10.019104f, -19.925102f };
f32 D_80126068[] = { 5.0f, 3.0f };
Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f };
void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
Vec3f spA4;
Vec3f sp98;
Vec3f footprintPos;
CollisionPoly* sp88;
s32 sp84;
f32 sp80;
f32 sp7C;
f32 sp78;
f32 sp74;
f32 sp70;
f32 sp6C;
f32 sp68;
f32 sp64;
f32 sp60;
f32 sp5C;
f32 sp58;
f32 sp54;
f32 sp50;
s16 temp1;
s16 temp2;
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
(Player_ActionToMagicSpell(this, this->itemAction) < 0)) {
s32 pad;
sp7C = D_80126058[gSaveContext.linkAge];
sp78 = D_80126060[gSaveContext.linkAge];
sp74 = D_80126068[gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&sZeroVec, &spA4);
Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&sZeroVec, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
Matrix_Pop();
footprintPos.y += 15.0f;
sp80 = BgCheck_EntityRaycastFloor4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
if (sp98.y < sp80) {
sp70 = sp98.x - spA4.x;
sp6C = sp98.y - spA4.y;
sp68 = sp98.z - spA4.z;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp54 = Math_FAtan2F(sp58, sp60);
sp6C = sp80 - spA4.y;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp5C = sp64 - sp60;
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp50 = Math_FAtan2F(sp58, sp60);
temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * (0x8000 / M_PI);
temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
temp1 += 0x8000;
}
temp2 = (sp50 - sp54) * (0x8000 / M_PI);
rot->z -= temp2;
skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
temp3 = func_80041D4C(&play->colCtx, sp88, sp84);
if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, sp88, sp84)) {
footprintPos.y = sp80;
EffectSsGFire_Spawn(play, &footprintPos);
}
}
}
}
s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (limbIndex == PLAYER_LIMB_ROOT) {
sLeftHandType = this->leftHandType;
sRightHandType = this->rightHandType;
D_80160000 = &this->meleeWeaponInfo[2].base;
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
pos->x *= 0.64f;
pos->z *= 0.64f;
}
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
pos->y *= 0.64f;
}
}
pos->y -= this->unk_6C4;
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
} else {
if (*dList != NULL) {
D_80160000++;
}
if (limbIndex == PLAYER_LIMB_HEAD) {
if (CVarGetInteger("gCosmetics.Link_HeadScale.Changed", 0)) {
f32 scale = CVarGetFloat("gCosmetics.Link_HeadScale.Value", 1.0f);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
if (scale > 1.2f) {
Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY);
} else if (scale < 1.0f) {
Matrix_Translate((LINK_IS_ADULT ? 3600.0f : 2900.0f) * ABS(scale - 1.0f), 0.0f, 0.0f, MTXMODE_APPLY);
}
}
rot->x += this->unk_6BA;
rot->y -= this->unk_6B8;
rot->z += this->unk_6B6;
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
if (CVarGetInteger("gCosmetics.Link_SwordScale.Changed", 0)) {
f32 scale = CVarGetFloat("gCosmetics.Link_SwordScale.Value", 1.0f);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_UPPER) {
if (this->unk_6B0 != 0) {
Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
PLAYER_LIMB_L_FOOT);
} else if (limbIndex == PLAYER_LIMB_R_THIGH) {
func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
PLAYER_LIMB_R_FOOT);
return false;
} else {
return false;
}
}
return false;
}
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx))
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
{
if (limbIndex == PLAYER_LIMB_L_HAND) {
Gfx** dLists = this->leftHandDLists;
2023-10-26 20:38:43 -04:00
if ((sLeftHandType == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) {
dLists += 4;
2023-10-26 20:38:43 -04:00
} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & 0x2000000)) {
dLists = &gPlayerLeftHandOpenDLs[gSaveContext.linkAge];
sLeftHandType = 0;
2023-10-26 20:38:43 -04:00
} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &gPlayerLeftHandClosedDLs[gSaveContext.linkAge];
2023-10-26 20:38:43 -04:00
sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Gfx** dLists = this->rightHandDLists;
2023-10-26 20:38:43 -04:00
if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
dLists += this->currentShield * 4;
2023-10-26 20:38:43 -04:00
} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &sPlayerRightHandClosedDLs[gSaveContext.linkAge];
2023-10-26 20:38:43 -04:00
sRightHandType = PLAYER_MODELTYPE_RH_CLOSED;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
Gfx** dLists = this->sheathDLists;
2023-10-26 20:38:43 -04:00
if ((this->sheathType == PLAYER_MODELTYPE_SHEATH_18) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_19)) {
dLists += this->currentShield * 4;
if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
2023-10-26 20:38:43 -04:00
dLists += PLAYER_SHIELD_MAX * 4;
}
2023-10-26 20:38:43 -04:00
} else if (!LINK_IS_ADULT && ((this->sheathType == PLAYER_MODELTYPE_SHEATH_16) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_17)) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
2023-10-26 20:38:43 -04:00
dLists = &sSheathWithSwordDLs[PLAYER_SHIELD_MAX * 4];
}
if (dLists[sDListsLodOffset] != NULL) {
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else {
*dList = NULL;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
if (!Player_IsCustomLinkModel()) {
*dList = ResourceMgr_LoadGfxByName(
this->waistDLists[sDListsLodOffset]); // NOTE: This needs to be disabled when using custom
// characters - they're not going to have LODs anyways...
}
}
}
if (GameInteractor_InvisibleLinkActive()) {
Feature: Crowd Control Integration (#1568) * Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit 2aafcc1df29686940945ebab87372360a06a3cf7. * Revert "few fix and paper Link" This reverts commit 65e76dcfeec3924ca9977c931703b4c3232a9733. * Paper Link & few fixes (#28) * Implement pacifist mode (#30) * Implement cucco storm (#31) * Add no UI functionality (#32) * Enable CrowdControl on windows (#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (#38) * Check for pause in pacifist and allow button presses (#39) * Fix Pacifist mode (#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (#42) * Small stalfos fix (#43) * Syntax Improvements (#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (#45) * Protect commands vector with mutex * prefix effects with chaosEffect (#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
2022-09-27 22:41:17 -04:00
this->actor.shape.shadowDraw = NULL;
*dList = NULL;
}
return false;
}
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
if (this->unk_6AD != 2) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
*dList = sFirstPersonLeftForearmDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
s32 handOutDlIndex = gSaveContext.linkAge;
if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && LINK_IS_ADULT && Player_HoldsSlingshot(this)) {
handOutDlIndex = 1;
}
*dList = sFirstPersonLeftHandDLs[handOutDlIndex];
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
*dList = sFirstPersonRightShoulderDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
*dList = sFirstPersonForearmDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
s32 firstPersonWeaponIndex = gSaveContext.linkAge;
if (CVarGetInteger("gBowSlingShotAmmoFix", 0)) {
if (Player_HoldsBow(this)) {
firstPersonWeaponIndex = 0;
} else if (Player_HoldsSlingshot(this)) {
firstPersonWeaponIndex = 1;
}
}
*dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL
: sFirstPersonRightHandHoldingWeaponDLs[firstPersonWeaponIndex];
} else {
*dList = NULL;
}
}
return false;
}
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}
return false;
}
u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip,
Vec3f* newBase) {
if (weaponInfo->active == 0) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
Math_Vec3f_Copy(&weaponInfo->base, newBase);
weaponInfo->active = 1;
return 1;
} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
return 0;
} else {
if (collider != NULL) {
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->base, newBase);
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
weaponInfo->active = 1;
return 1;
}
}
void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL,
COLTYPE_WOOD,
COLTYPE_METAL,
COLTYPE_METAL,
};
if (this->stateFlags1 & 0x400000) {
Vec3f quadDest[4];
this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
CollisionCheck_SetAC(play, &play->colChkCtx, &collider->base);
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
}
}
Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
Vec3f D_801260A4[3] = {
{ 0.0f, 400.0f, 0.0f },
{ 0.0f, 1400.0f, -1000.0f },
{ 0.0f, -400.0f, 1000.0f },
};
void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
Vec3f newBasePos[3];
Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & 0x400000)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
&this->meleeWeaponInfo[0].base);
}
if ((this->meleeWeaponState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
}
}
void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne, f32 height) {
OPEN_DISPS(play->state.gfxCtx);
if (CVarGetInteger("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;
OPEN_DISPS(play->state.gfxCtx);
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment);
gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment);
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);
if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
} else if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_TRIFORCE_PIECE) {
Randomizer_DrawTriforcePieceGI(play, this->getItemEntry);
} else if (this->getItemEntry.drawFunc != NULL) {
this->getItemEntry.drawFunc(play, &this->getItemEntry);
} else {
GetItem_Draw(play, drawIdPlusOne - 1);
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
}
CLOSE_DISPS(play->state.gfxCtx);
}
void Player_DrawGetItem(PlayState* play, Player* this) {
//if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) // OTRTODO: Do something about osRecvMesg here...
{
this->giObjectLoading = false;
Player_DrawGetItemImpl(play, this, &sGetItemRefPos, ABS(this->unk_862));
}
}
void func_80090A28(Player* this, Vec3f* vecs) {
D_8012608C.x = D_80126080.x;
if (this->unk_845 >= 3) {
this->unk_845 += 1;
D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
}
D_8012608C.x += 1200.0f;
D_80126098.x = D_8012608C.x;
Matrix_MultVec3f(&D_80126080, &vecs[0]);
Matrix_MultVec3f(&D_8012608C, &vecs[1]);
Matrix_MultVec3f(&D_80126098, &vecs[2]);
}
void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 hookshotRange) {
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
CollisionPoly* colPoly;
s32 bgId;
Vec3f hookshotStart;
Vec3f hookshotEnd;
Vec3f firstHit;
Vec3f sp68;
f32 sp64;
D_801260C8.z = 0.0f;
Matrix_MultVec3f(&D_801260C8, &hookshotStart);
D_801260C8.z = hookshotRange;
Matrix_MultVec3f(&D_801260C8, &hookshotEnd);
if (BgCheck_AnyLineTest3(&play->colCtx, &hookshotStart, &hookshotEnd, &firstHit, &colPoly, 1, 1, 1, 1, &bgId)) {
OPEN_DISPS(play->state.gfxCtx);
WORLD_OVERLAY_DISP = Gfx_SetupDL(WORLD_OVERLAY_DISP, 0x07);
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &firstHit, &sp68, &sp64);
const f32 sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f;
Matrix_Translate(firstHit.x, firstHit.y, firstHit.z, MTXMODE_NEW);
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
gSPMatrix(WORLD_OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(WORLD_OVERLAY_DISP++, SEG_ADDR(1, 0), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPTexture(WORLD_OVERLAY_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, gLinkAdultHookshotReticleTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
if (SurfaceType_IsHookshotSurface(&play->colCtx, colPoly, bgId) && CVarGetInteger("gHookshotableReticle", false)) {
const Color_RGBA8 defaultColor = { .r = 0, .g = 255, .b = 0, .a = 255 };
const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_Target.Value", defaultColor);
gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
} else {
const Color_RGBA8 defaultColor = { .r = 255, .g = 0, .b = 0, .a = 255 };
const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_NonTarget.Value", defaultColor);
gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
}
2023-10-13 19:14:18 -04:00
gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotReticleVtx, 3, 0);
gSP1Triangle(WORLD_OVERLAY_DISP++, 0, 1, 2, 0);
CLOSE_DISPS(play->state.gfxCtx);
}
}
Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f };
f32 sMeleeWeaponLengths[] = {
0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f,
};
f32 sSwordTypes[] = {
0, 5, 4, 6, 0, 8,
};
Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
Color_RGB8 sBottleColors[] = {
{ 255, 255, 255 }, { 80, 80, 255 }, { 255, 100, 255 }, { 0, 0, 255 }, { 255, 0, 255 },
{ 255, 0, 255 }, { 200, 200, 100 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 255, 0 },
{ 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 },
};
Vec3f sLeftHandArrowVec3 = { 398.0f, 1419.0f, 244.0f };
BowStringData sBowStringData[] = {
{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // bow
{ gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // slingshot
};
Vec3f sRightHandLimbModelShieldQuadVertices[] = {
{ -4500.0f, -3000.0f, -600.0f },
{ 1500.0f, -3000.0f, -600.0f },
{ -4500.0f, 3000.0f, -600.0f },
{ 1500.0f, 3000.0f, -600.0f },
};
Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
Vec3f sSheathLimbModelShieldQuadVertices[] = {
{ -3000.0f, -3000.0f, -900.0f },
{ 3000.0f, -3000.0f, -900.0f },
{ -3000.0f, 3000.0f, -900.0f },
{ 3000.0f, 3000.0f, -900.0f },
};
Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f };
Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF };
Vec3f sLeftRightFootLimbModelFootPos[] = {
{ 200.0f, 300.0f, 0.0f },
{ 200.0f, 200.0f, 0.0f },
};
// OTRTODO: Figure out why this value works/what this value should be
// This was originally obtained by working down from FLT_MAX until the math
// started working out properly
#define RETICLE_MAX 3.402823466e+12f
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (*dList != NULL) {
Matrix_MultVec3f(&sZeroVec, D_80160000);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor;
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
if (this->itemAction == PLAYER_IA_DEKU_STICK) {
Vec3f sp124[3];
OPEN_DISPS(play->state.gfxCtx);
if (this->actor.scale.y >= 0.0f) {
D_80126080.x = this->unk_85C * 5000.0f;
func_80090A28(this, sp124);
if (this->meleeWeaponState != 0) {
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // stick sword type
func_800906D4(play, this, sp124);
} else {
Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
}
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
CLOSE_DISPS(play->state.gfxCtx);
} else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) {
Vec3f spE4[3];
if (Player_HoldsBrokenKnife(this)) {
D_80126080.x = 1500.0f;
} else {
D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetMeleeWeaponHeld(this)]);
}
func_80090A28(this, spE4);
func_800906D4(play, this, spE4);
2023-10-26 20:38:43 -04:00
} else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) {
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)];
OPEN_DISPS(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[(gSaveContext.linkAge)]);
CLOSE_DISPS(play->state.gfxCtx);
}
if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&sLeftHandArrowVec3, &hookedActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
} else if (this->stateFlags1 & 0x800) {
Vec3s spB8;
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
if (hookedActor->flags & ACTOR_FLAG_PILLAR_PICKUP) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
}
}
} else {
Matrix_Get(&this->mf_9E0);
Matrix_MtxFToYXZRotS(&this->mf_9E0, &this->unk_3BC, 0);
}
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Actor* heldActor = this->heldActor;
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if (this->rightHandType == PLAYER_MODELTYPE_RH_FF) {
Matrix_Get(&this->shieldMf);
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} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT) || (this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2)) {
s32 stringModelToUse = gSaveContext.linkAge;
if(CVarGetInteger("gBowSlingShotAmmoFix", 0)){
stringModelToUse = Player_HoldsSlingshot(this);
}
BowStringData* stringData = &sBowStringData[stringModelToUse];
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY);
if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
Vec3f sp90;
f32 distXYZ;
Matrix_MultVec3f(&sZeroVec, &sp90);
distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90);
this->unk_858 = distXYZ - 3.0f;
if (distXYZ < 3.0f) {
this->unk_858 = 0.0f;
} else {
this->unk_858 *= 1.6f;
if (this->unk_858 > 1.0f) {
this->unk_858 = 1.0f;
}
}
this->unk_85C = -0.5f;
}
Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY);
if (!LINK_IS_ADULT) {
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
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} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD)) {
Matrix_Get(&this->shieldMf);
Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices);
}
if (this->actor.scale.y >= 0.0f) {
if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ||
(this->heldItemAction == PLAYER_IA_LONGSHOT)) {
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
if (heldActor != NULL) {
MtxF sp44;
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(
play, this, ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f) * CVarGetFloat("gCheatHookshotReachMultiplier", 1.0f));
}
}
} else if (CVarGetInteger("gBowReticle", 0) && (
(this->heldItemAction == PLAYER_IA_BOW_FIRE) ||
(this->heldItemAction == PLAYER_IA_BOW_ICE) ||
(this->heldItemAction == PLAYER_IA_BOW_LIGHT) ||
(this->heldItemAction == PLAYER_IA_BOW) ||
(this->heldItemAction == PLAYER_IA_SLINGSHOT))) {
if (heldActor != NULL) {
MtxF sp44;
s32 pad;
Matrix_RotateZYX(0, -15216, -17496, MTXMODE_APPLY);
Matrix_Get(&sp44);
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(play, this, RETICLE_MAX);
}
}
}
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) {
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
} else {
sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f;
sGetItemRefPos.y = (this->bodyPartsPos[15].y + this->leftHandPos.y) * 0.5f;
sGetItemRefPos.z = (this->bodyPartsPos[15].z + this->leftHandPos.z) * 0.5f;
}
if (this->unk_862 == 0) {
Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
}
}
}
} else if (this->actor.scale.y >= 0.0f) {
if (limbIndex == PLAYER_LIMB_SHEATH) {
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if ((this->rightHandType != PLAYER_MODELTYPE_RH_SHIELD) && (this->rightHandType != PLAYER_MODELTYPE_RH_FF)) {
if (Player_IsChildWithHylianShield(this)) {
Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices);
}
Matrix_TranslateRotateZYX(&sSheathLimbModelShieldOnBackPos, &sSheathLimbModelShieldOnBackZyxRot);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos);
} else {
Vec3f* vec = &sLeftRightFootLimbModelFootPos[(gSaveContext.linkAge)];
Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
}
}
}
u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId = gLinkObjectIds[gSaveContext.linkAge];
size_t size;
void* ptr;
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
ptr = segment + 0x3800;
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, __FILE__, __LINE__);
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
ptr = segment + 0x8800;
DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, __FILE__, __LINE__);
ptr = (void*)ALIGN16((intptr_t)ptr + size);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
SkelAnime_InitLink(play, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_link_normal_wait, 9,
ptr, ptr, PLAYER_LIMB_MAX);
return size + 0x8800 + 0x90;
}
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u8 sPauseModelGroupBySword[] = {
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER
PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON
};
s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
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u8* playerSwordAndShield = arg;
// SOH: Ensure positive value from playerSwordAndShield[] to avoid OOB array access.
// This can occur in the case where playerSwordAndShield[0] is PLAYER_SWORD_NONE
u8 modelGroup = sPauseModelGroupBySword[playerSwordAndShield[0] > 0 ? playerSwordAndShield[0] - PLAYER_SWORD_KOKIRI : 0];
s32 type;
s32 dListOffset = 0;
Gfx** dLists;
size_t ptrSize = sizeof(uint32_t);
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if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT && (playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) {
modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
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type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND];
sLeftHandType = type;
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// SOH: Handle unexpected swordless case. Previously OOB array access is avoided, but we want the
// hand model-type to be set to open (otherwise it is set to holding sword model-type)
if (playerSwordAndShield[0] == PLAYER_SWORD_NONE) {
type = PLAYER_MODELTYPE_LH_OPEN;
}
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if ((type == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) {
dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
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type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND];
sRightHandType = type;
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if (type == PLAYER_MODELTYPE_RH_SHIELD) {
dListOffset = playerSwordAndShield[1] * ptrSize;
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
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type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
if ((type == PLAYER_MODELTYPE_SHEATH_18) || (type == PLAYER_MODELTYPE_SHEATH_19)) {
dListOffset = playerSwordAndShield[1] * ptrSize;
} else if (type == PLAYER_MODELTYPE_SHEATH_16 && CVarGetInteger("gPauseLiveLink", 0)) {
//if (playerSwordAndShield[0] == 1)
//dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
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type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST];
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
if (Player_IsCustomLinkModel()) {
return 0;
}
} else {
return 0;
}
dLists = &sPlayerDListGroups[type][gSaveContext.linkAge];
*dList = dLists[dListOffset];
return 0;
}
#include <overlays/actors/ovl_Demo_Effect/z_demo_effect.h>
void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play);
void Pause_DrawTriforceSpot(PlayState* play, s32 showLightColumn) {
static DemoEffect triforce;
static s16 rotation = 0;
triforce.triforceSpot.crystalLightOpacity = 244;
triforce.triforceSpot.triforceSpotOpacity = 249;
triforce.triforceSpot.lightColumnOpacity = showLightColumn ? 244 : 0;
triforce.triforceSpot.rotation = rotation;
DemoEffect_DrawTriforceSpot(&triforce, play);
rotation += 0x03E8;
}
void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at,
f32 fovy, void* img1, void* img2) {
static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 };
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
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u8 playerSwordAndShield[2];
Gfx* opaRef;
Gfx* xluRef;
Gfx* kalRef;
u16 perspNorm;
Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gDPPipeSync(POLY_OPA_DISP++);
gSPLoadGeometryMode(POLY_OPA_DISP++, 0);
gSPTexture(POLY_OPA_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_SHADE, G_CC_SHADE);
gDPSetOtherMode(POLY_OPA_DISP++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
gSPViewport(POLY_OPA_DISP++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
gSPPerspNormalize(POLY_OPA_DISP++, perspNorm);
gSPMatrix(POLY_OPA_DISP++, perspMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(lookAtMtx, eye->x, eye->y, eye->z, at->x, at->y, at->z, 0.0f, 1.0f, 0.0f);
gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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playerSwordAndShield[0] = sword;
playerSwordAndShield[1] = shield;
Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
pos->y - (CVarGetInteger("gPauseTriforce", 0) ? 16 : 0), pos->z, rot);
Matrix_Scale(scale * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), scale, scale, MTXMODE_APPLY);
gSPSegment(POLY_OPA_DISP++, 0x04, seg04);
gSPSegment(POLY_OPA_DISP++, 0x06, seg06);
gSPSetLights1(POLY_OPA_DISP++, lights1);
func_80093C80(play);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000);
func_8002EABC(pos, &play->view.eye, &lightDir, play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
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Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
if (CVarGetInteger("gPauseTriforce", 0)) {
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
Matrix_Scale(scale * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), scale * 1, scale * 1, MTXMODE_APPLY);
Gfx* ohNo = POLY_XLU_DISP;
POLY_XLU_DISP = POLY_OPA_DISP;
Pause_DrawTriforceSpot(play, 1);
POLY_OPA_DISP = POLY_XLU_DISP;
POLY_XLU_DISP = ohNo;
}
POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP++);
CLOSE_DISPS(play->state.gfxCtx);
}
uintptr_t SelectedAnim = 0; // Current Animaiton on the menu
s16 EquipedStance; // Link's current mode (Two handed, One handed...)
s16 FrameCountSinceLastAnim = 0; // Time since last animation
s16 MinFrameCount; // Frame to wait before checking if we need to change the animation
void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
Input* p1Input = &play->state.input[0];
Vec3f eye = { 0.0f, 0.0f, -400.0f };
Vec3f at = { 0.0f, 0.0f, 0.0f };
Vec3s* destTable;
Vec3s* srcTable;
s32 i;
bool canswitchrnd = false;
s16 SelectedMode = CVarGetInteger("gPauseLiveLink", 0);
MinFrameCount = CVarGetInteger("gMinFrameCount", 200);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
uintptr_t* PauseMenuAnimSet[15][4] = {
{ 0, 0, 0, 0 }, // 0 = none
// IDLE // Two Handed // No shield // Kid Hylian Shield
{ gPlayerAnim_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free }, // Idle
{ gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f }, // Idle look around
{ gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f }, // Idle Belt
{ gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f }, // Idle shield adjust
{ gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD2_20f, gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD1_20f }, // Idle test sword
{ gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f }, // Idle yawn
{ gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_fighter_waitR_long, gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_anchor_waitR }, // Battle Stance
{ gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_normal_walk_free }, // Walking (No shield)
{ gPlayerAnim_link_normal_walk, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk, gPlayerAnim_link_normal_walk }, // Walking (Holding shield)
{ gPlayerAnim_link_normal_run, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run, gPlayerAnim_link_normal_run }, // Running (No shield)
{ gPlayerAnim_link_normal_run_free, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run_free, gPlayerAnim_link_normal_run_free }, // Running (Holding shield)
{ gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait }, // Hand on hip
{ gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_Lpower_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait }, // Spin Charge
{ gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait }, // Look at hand
};
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
if (CVarGetInteger("gPauseLiveLink", 0) || CVarGetInteger("gPauseTriforce", 0)) {
uintptr_t anim = 0; // Initialise anim
if (CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_BIGGORON) {
EquipedStance = 1;
} else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_NONE) {
EquipedStance = 2;
} else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_MASTER && LINK_AGE_IN_YEARS == YEARS_CHILD) {
EquipedStance = 3;
} else {
// Link is idle so revert to 0
EquipedStance = 0;
}
if (SelectedMode == 16) {
// Apply Random function
s16 SwitchAtFrame = 0;
s16 CurAnimDuration = 0;
if (FrameCountSinceLastAnim == 0) {
// When opening Kaleido this will be passed one time
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
} else if (FrameCountSinceLastAnim >= 1) {
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
if (SwitchAtFrame < MinFrameCount) {
// Animation frame count is lower than minimal wait time then we wait for another round.
// This will be looped to always add current animation time if that still lower than minimum time
while (SwitchAtFrame < MinFrameCount) {
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
}
} else if (CurAnimDuration >= MinFrameCount) {
// Since we have more (or same) animation time than min duration we set the wait time to animation
// time.
SwitchAtFrame = CurAnimDuration;
}
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
FrameCountSinceLastAnim++;
} else if (SelectedMode == 17) {
// Apply Random function
s16 SwitchAtFrame = 0;
s16 CurAnimDuration = 0;
s16 LastAnim;
if (FrameCountSinceLastAnim == 0) {
// When opening Kaleido this will be passed one time
SelectedAnim = (rand() % (6 - 1 + 1)) + 1;
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
} else if (FrameCountSinceLastAnim >= 1) {
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
if (SwitchAtFrame < MinFrameCount) {
// Animation frame count is lower than minimal wait time then we wait for another round.
// This will be looped to always add current animation time if that still lower than minimum time
while (SwitchAtFrame < MinFrameCount) {
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
}
} else if (CurAnimDuration >= MinFrameCount) {
// Since we have more (or same) animation time than min duration we set the wait time to animation
// time.
SwitchAtFrame = CurAnimDuration;
}
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
LastAnim = SelectedAnim;
if (LastAnim==1) {
if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword and shield equipped
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield
SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim
} else { //else if he's a child with a shield that isn't the deku shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword equipped but no shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { //if the player has a shield equipped but no sword
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==5) { //if its the sword anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
} else {
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has no sword or shield equipped
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else {
SelectedAnim = 1;
}
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash. Also makes sure default idle is every other anim
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
FrameCountSinceLastAnim++;
} else if (SelectedMode == 15) {
// When opening Kaleido this will be passed one time
if (FrameCountSinceLastAnim < 1) {
SelectedAnim = rand() % (AnimArraySize - 0);
FrameCountSinceLastAnim++;
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
if (CHECK_BTN_ALL(p1Input->press.button, BTN_B) || CHECK_BTN_ALL(p1Input->press.button, BTN_START)) {
FrameCountSinceLastAnim = 0;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
} else if (SelectedMode < 16) {
// Not random so we place our CVar as SelectedAnim
SelectedAnim = SelectedMode;
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
//anim = gPlayerAnim_link_wait_itemD2_20f; // Use for biggoron sword?
if (CVarGetInteger("gPauseTriforce", 0)) {
anim = gPlayerAnim_link_magic_kaze2;
sword = 0;
shield = 0;
}
if (skelAnime->animation != anim) {
LinkAnimation_Change(play, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP,
-6.0f);
}
LinkAnimation_Update(play, skelAnime);
if (!LINK_IS_ADULT) {
// Link is placed too far up by default when animating
at.y += 60;
}
} else {
if (!LINK_IS_ADULT) {
if (shield == PLAYER_SHIELD_DEKU) {
srcTable = gLinkPauseChildDekuShieldJointTable;
} else {
srcTable = gLinkPauseChildJointTable;
}
} else {
if (sword == PLAYER_SWORD_BIGGORON) {
srcTable = gLinkPauseAdultBgsJointTable;
} else if (shield != PLAYER_SHIELD_NONE) {
srcTable = gLinkPauseAdultShieldJointTable;
} else {
srcTable = gLinkPauseAdultJointTable;
}
}
srcTable = ResourceMgr_LoadArrayByNameAsVec3s(srcTable);
Vec3s* ogSrcTable = srcTable;
destTable = skelAnime->jointTable;
for (i = 0; i < skelAnime->limbCount; i++) {
*destTable++ = *srcTable++;
}
free(ogSrcTable);
}
Player_DrawPauseImpl(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield,
boots, 64, 112, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer,
play->state.gfxCtx->curFrameBuffer + 0x1C00);
}