Shipwright/soh/src/code/z_actor.c

6039 lines
200 KiB
C
Raw Normal View History

#include "global.h"
#include "vt.h"
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "objects/object_bdoor/object_bdoor.h"
#include "soh/frame_interpolation.h"
#if defined(_MSC_VER) || defined(__GNUC__)
#include <string.h>
#include <stdlib.h>
#include <assert.h>
#endif
#if defined(_MSC_VER) || defined(__GNUC__)
#include "textures/place_title_cards/g_pn_49.h"
#include "textures/place_title_cards/g_pn_01.h"
#include "textures/place_title_cards/g_pn_02.h"
#include "textures/place_title_cards/g_pn_03.h"
#include "textures/place_title_cards/g_pn_04.h"
#include "textures/place_title_cards/g_pn_05.h"
#include "textures/place_title_cards/g_pn_06.h"
#include "textures/place_title_cards/g_pn_07.h"
#include "textures/place_title_cards/g_pn_08.h"
#include "textures/place_title_cards/g_pn_09.h"
#include "textures/place_title_cards/g_pn_10.h"
#include "textures/place_title_cards/g_pn_11.h"
#include "textures/place_title_cards/g_pn_12.h"
#include "textures/place_title_cards/g_pn_13.h"
#include "textures/place_title_cards/g_pn_14.h"
#include "textures/place_title_cards/g_pn_15.h"
#include "textures/place_title_cards/g_pn_16.h"
#include "textures/place_title_cards/g_pn_17.h"
#include "textures/place_title_cards/g_pn_18.h"
#include "textures/place_title_cards/g_pn_19.h"
#include "textures/place_title_cards/g_pn_20.h"
#include "textures/place_title_cards/g_pn_21.h"
#include "textures/place_title_cards/g_pn_22.h"
#include "textures/place_title_cards/g_pn_23.h"
#include "textures/place_title_cards/g_pn_24.h"
#include "textures/place_title_cards/g_pn_25.h"
#include "textures/place_title_cards/g_pn_26.h"
#include "textures/place_title_cards/g_pn_27.h"
#include "textures/place_title_cards/g_pn_28.h"
#include "textures/place_title_cards/g_pn_29.h"
#include "textures/place_title_cards/g_pn_30.h"
#include "textures/place_title_cards/g_pn_31.h"
#include "textures/place_title_cards/g_pn_32.h"
#include "textures/place_title_cards/g_pn_33.h"
#include "textures/place_title_cards/g_pn_34.h"
#include "textures/place_title_cards/g_pn_35.h"
#include "textures/place_title_cards/g_pn_36.h"
#include "textures/place_title_cards/g_pn_37.h"
#include "textures/place_title_cards/g_pn_38.h"
#include "textures/place_title_cards/g_pn_39.h"
#include "textures/place_title_cards/g_pn_40.h"
#include "textures/place_title_cards/g_pn_41.h"
#include "textures/place_title_cards/g_pn_42.h"
#include "textures/place_title_cards/g_pn_43.h"
#include "textures/place_title_cards/g_pn_44.h"
#include "textures/place_title_cards/g_pn_45.h"
#include "textures/place_title_cards/g_pn_46.h"
#include "textures/place_title_cards/g_pn_47.h"
#include "textures/place_title_cards/g_pn_48.h"
#include "textures/place_title_cards/g_pn_50.h"
#include "textures/place_title_cards/g_pn_51.h"
#include "textures/place_title_cards/g_pn_52.h"
#include "textures/place_title_cards/g_pn_53.h"
#include "textures/place_title_cards/g_pn_54.h"
#include "textures/place_title_cards/g_pn_55.h"
#include "textures/place_title_cards/g_pn_56.h"
#include "textures/place_title_cards/g_pn_57.h"
#endif
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
shape->yOffset = yOffset;
shape->shadowDraw = shadowDraw;
shape->shadowScale = shadowScale;
shape->shadowAlpha = 255;
}
void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
f32 temp1;
f32 temp2;
MtxF sp60;
if (actor->floorPoly != NULL) {
temp1 = actor->world.pos.y - actor->floorHeight;
if (temp1 >= -50.0f && temp1 < 500.0f) {
OPEN_DISPS(globalCtx->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
COMBINED);
temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1);
temp2 = 1.0f - (temp1 * (1.0f / 350));
if (color != NULL) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b,
(u32)(actor->shape.shadowAlpha * temp2) & 0xFF);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u32)(actor->shape.shadowAlpha * temp2) & 0xFF);
}
func_80038A28(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp60);
Matrix_Put(&sp60);
if (dlist != gCircleShadowDL) {
Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
}
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
}
void ActorShadow_DrawCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, NULL);
}
void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
static Color_RGBA8 white = { 255, 255, 255, 255 };
ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, &white);
}
void ActorShadow_DrawHorse(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, gHorseShadowDL, NULL);
}
void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
s32 pad1;
f32 sp58;
s32 pad2[2];
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0,
(u32)(((arg3 * 0.00005f) > 1.0f ? 1.0f : (arg3 * 0.00005f)) * arg4) & 0xFF);
sp58 = Math_FAtan2F(light->l.dir[0], light->l.dir[2]);
arg6 *= (4.5f - (light->l.dir[1] * 0.035f));
arg6 = (arg6 < 1.0f) ? 1.0f : arg6;
Matrix_Put(arg2);
Matrix_RotateY(sp58, MTXMODE_APPLY);
Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
f32 distToFloor = actor->world.pos.y - actor->floorHeight;
if (distToFloor > 20.0f) {
f32 shadowScale = actor->shape.shadowScale;
u8 shadowAlpha = actor->shape.shadowAlpha;
f32 alphaRatio;
actor->shape.shadowScale *= 0.3f;
alphaRatio = (distToFloor - 20.0f) * 0.02f;
actor->shape.shadowAlpha = (f32)actor->shape.shadowAlpha * CLAMP_MAX(alphaRatio, 1.0f);
ActorShadow_DrawCircle(actor, lights, globalCtx);
actor->shape.shadowScale = shadowScale;
actor->shape.shadowAlpha = shadowAlpha;
}
if (distToFloor < 200.0f) {
MtxF floorMtx;
f32 floorHeight[2]; // One for each foot
f32 distToFloor;
f32 shadowAlpha;
f32 shadowScaleX;
f32 shadowScaleZ;
Light* lightPtr;
s32 lightNum;
s32 lightNumMax;
s32 i;
s32 j;
s32 numLights = lights->numLights - 2;
Light* firstLightPtr = &lights->l.l[0];
Vec3f* feetPosPtr = actor->shape.feetPos;
f32* floorHeightPtr = floorHeight;
OPEN_DISPS(globalCtx->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
actor->shape.feetFloorFlags = 0;
for (i = 0; i < 2; i++) {
feetPosPtr->y += 50.0f;
*floorHeightPtr = func_800BFCB8(globalCtx, &floorMtx, feetPosPtr);
feetPosPtr->y -= 50.0f;
actor->shape.feetFloorFlags <<= 1;
distToFloor = feetPosPtr->y - *floorHeightPtr;
if ((-1.0f <= distToFloor) && (distToFloor < 500.0f)) {
if (distToFloor <= 0.0f) {
actor->shape.feetFloorFlags++;
}
distToFloor = CLAMP_MAX(distToFloor, 30.0f);
shadowAlpha = (f32)actor->shape.shadowAlpha * (1.0f - (distToFloor * (1.0f / 30.0f)));
distToFloor = CLAMP_MAX(distToFloor, 30.0f);
shadowScaleZ = 1.0f - (distToFloor * (1.0f / (30.0f + 40.0f)));
shadowScaleX = shadowScaleZ * actor->shape.shadowScale * actor->scale.x;
lightNumMax = 0;
lightPtr = firstLightPtr;
for (j = 0; j < numLights; j++) {
if (lightPtr->l.dir[1] > 0) {
lightNum =
(lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) * ABS(lightPtr->l.dir[1]);
if (lightNum > 0) {
lightNumMax += lightNum;
ActorShadow_DrawFoot(globalCtx, lightPtr, &floorMtx, lightNum, shadowAlpha, shadowScaleX,
shadowScaleZ);
}
}
lightPtr++;
}
for (j = 0; j < 2; j++) {
if (lightPtr->l.dir[1] > 0) {
lightNum =
((lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) * ABS(lightPtr->l.dir[1])) -
(lightNumMax * 8);
if (lightNum > 0) {
ActorShadow_DrawFoot(globalCtx, lightPtr, &floorMtx, lightNum, shadowAlpha, shadowScaleX,
shadowScaleZ);
}
}
lightPtr++;
}
}
feetPosPtr++;
floorHeightPtr++;
}
if (!(actor->bgCheckFlags & 1)) {
actor->shape.feetFloorFlags = 0;
} else if (actor->shape.feetFloorFlags == 3) {
f32 footDistY = actor->shape.feetPos[FOOT_LEFT].y - actor->shape.feetPos[FOOT_RIGHT].y;
if ((floorHeight[0] + footDistY) < (floorHeight[1] - footDistY)) {
actor->shape.feetFloorFlags = 2;
} else {
actor->shape.feetFloorFlags = 1;
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
Vec3f* rightFootPos) {
if (limbIndex == leftFootIndex) {
Matrix_MultVec3f(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]);
} else if (limbIndex == rightFootIndex) {
Matrix_MultVec3f(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]);
}
}
void func_8002BE04(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg1, arg2, arg3);
*arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
}
typedef struct {
/* 0x00 */ Color_RGBA8 inner;
/* 0x04 */ Color_RGBA8 outer;
} NaviColor; // size = 0x8
NaviColor sNaviColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 255, 255, 255, 255 }, { 0, 0, 255, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 150, 150, 255, 255 }, { 150, 150, 255, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
};
// unused
Gfx D_80115FF0[] = {
gsSPEndDisplayList(),
};
void func_8002BE64(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) {
targetCtx->arr_50[index].pos.x = arg2;
targetCtx->arr_50[index].pos.y = arg3;
targetCtx->arr_50[index].pos.z = arg4;
targetCtx->arr_50[index].unk_0C = targetCtx->unk_44;
}
void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, GlobalContext* globalCtx) {
TargetContextEntry* entry;
NaviColor* naviColor;
s32 i;
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &globalCtx->view.eye);
targetCtx->unk_44 = 500.0f;
targetCtx->unk_48 = 0x100;
naviColor = &sNaviColorList[actorCategory];
entry = &targetCtx->arr_50[0];
for (i = 0; i < ARRAY_COUNT(targetCtx->arr_50); i++) {
func_8002BE64(targetCtx, i, 0.0f, 0.0f, 0.0f);
entry->color.r = naviColor->inner.r;
entry->color.g = naviColor->inner.g;
entry->color.b = naviColor->inner.b;
entry++;
}
}
void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
NaviColor* naviColor = &sNaviColorList[actorCategory];
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gUseNaviCol",0) != 1 ) {
if (actorCategory == ACTORCAT_PLAYER) {
naviColor->inner.r = 255; naviColor->inner.g = 255; naviColor->inner.b = 255;
naviColor->outer.r = 0; naviColor->outer.g = 0; naviColor->outer.b = 255;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if (actorCategory == ACTORCAT_NPC) {
naviColor->inner.r = 150; naviColor->inner.g = 150; naviColor->inner.b = 255;
naviColor->outer.r = 150; naviColor->outer.g = 150; naviColor->outer.b = 255;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if (actorCategory == ACTORCAT_BOSS || actorCategory == ACTORCAT_ENEMY) {
naviColor->inner.r = 255; naviColor->inner.g = 255; naviColor->inner.b = 0;
naviColor->outer.r = 220; naviColor->outer.g = 155; naviColor->outer.b = 0;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if (actorCategory == ACTORCAT_PROP) {
naviColor->inner.r = 0; naviColor->inner.g = 255; naviColor->inner.b = 0;
naviColor->outer.r = 0; naviColor->outer.g = 255; naviColor->outer.b = 0;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
} else {
if (actorCategory == ACTORCAT_PLAYER) {
naviColor->inner.r = CVar_GetS32("gNavi_Idle_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Idle_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Idle_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Idle_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Idle_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Idle_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_NPC) {
naviColor->inner.r = CVar_GetS32("gNavi_NPC_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_NPC_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_NPC_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_NPC_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_NPC_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_NPC_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_BOSS || actorCategory == ACTORCAT_ENEMY) {
naviColor->inner.r = CVar_GetS32("gNavi_Enemy_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Enemy_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Enemy_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Enemy_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Enemy_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Enemy_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_PROP) {
naviColor->inner.r = CVar_GetS32("gNavi_Prop_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Prop_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Prop_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Prop_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Prop_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Prop_Outer_B", naviColor->outer.b);
}
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
targetCtx->naviRefPos.x = actor->focus.pos.x;
targetCtx->naviRefPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
targetCtx->naviRefPos.z = actor->focus.pos.z;
targetCtx->naviInner.r = naviColor->inner.r;
targetCtx->naviInner.g = naviColor->inner.g;
targetCtx->naviInner.b = naviColor->inner.b;
targetCtx->naviInner.a = naviColor->inner.a;
targetCtx->naviOuter.r = naviColor->outer.r;
targetCtx->naviOuter.g = naviColor->outer.g;
targetCtx->naviOuter.b = naviColor->outer.b;
targetCtx->naviOuter.a = naviColor->outer.a;
}
void func_8002C0C0(TargetContext* targetCtx, Actor* actor, GlobalContext* globalCtx) {
targetCtx->arrowPointedActor = NULL;
targetCtx->targetedActor = NULL;
targetCtx->unk_40 = 0.0f;
targetCtx->unk_8C = NULL;
targetCtx->bgmEnemy = NULL;
targetCtx->unk_4B = 0;
targetCtx->unk_4C = 0;
func_8002BF60(targetCtx, actor, actor->category, globalCtx);
func_8002BE98(targetCtx, actor->category, globalCtx);
}
void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Actor* actor = targetCtx->targetedActor;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (targetCtx->unk_48 != 0) {
TargetContextEntry* entry;
Player* player;
s16 spCE;
f32 temp1;
Vec3f spBC;
s32 spB8;
f32 spB4;
s32 spB0;
s32 spAC;
f32 var1;
f32 var2;
s32 i;
FrameInterpolation_RecordOpenChild(actor, 0);
player = GET_PLAYER(globalCtx);
spCE = 0xFF;
var1 = 1.0f;
if (targetCtx->unk_4B != 0) {
spB8 = 1;
} else {
spB8 = 3;
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &actor->focus.pos);
var1 = (500.0f - targetCtx->unk_44) / 420.0f;
} else {
targetCtx->unk_48 -= 120;
if (targetCtx->unk_48 < 0) {
targetCtx->unk_48 = 0;
}
spCE = targetCtx->unk_48;
}
func_8002BE04(globalCtx, &targetCtx->targetCenterPos, &spBC, &spB4);
spBC.x = (160 * (spBC.x * spB4)) * var1;
spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
spBC.y = (120 * (spBC.y * spB4)) * var1;
spBC.y = CLAMP(spBC.y, -240.0f, 240.0f);
spBC.z = spBC.z * var1;
targetCtx->unk_4C--;
if (targetCtx->unk_4C < 0) {
targetCtx->unk_4C = 2;
}
func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
if ((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
entry = &targetCtx->arr_50[spAC];
if (entry->unk_0C < 500.0f) {
if (entry->unk_0C <= 120.0f) {
var2 = 0.15f;
} else {
var2 = ((entry->unk_0C - 120.0f) * 0.001f) + 0.15f;
}
Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)spCE);
Matrix_RotateZ((targetCtx->unk_4B & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
for (i = 0; i < 4; i++) {
Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pop();
}
}
spCE -= 0xFF / 3;
if (spCE < 0) {
spCE = 0;
}
}
}
FrameInterpolation_RecordCloseChild();
}
actor = targetCtx->unk_94;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
FrameInterpolation_RecordOpenChild(actor, 1);
NaviColor* naviColor = &sNaviColorList[actor->category];
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x7);
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
FrameInterpolation_RecordCloseChild();
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, GlobalContext* globalCtx) {
s32 pad;
Actor* unkActor;
s32 actorCategory;
Vec3f sp50;
f32 sp4C;
f32 temp1;
f32 temp2;
f32 temp3;
f32 temp4;
f32 temp5;
f32 temp6;
s32 lockOnSfxId;
unkActor = NULL;
if ((player->unk_664 != NULL) && (player->unk_84B[player->unk_846] == 2)) {
targetCtx->unk_94 = NULL;
} else {
func_80032AF0(globalCtx, &globalCtx->actorCtx, &unkActor, player);
targetCtx->unk_94 = unkActor;
}
if (targetCtx->unk_8C != NULL) {
unkActor = targetCtx->unk_8C;
targetCtx->unk_8C = NULL;
} else if (actorArg != NULL) {
unkActor = actorArg;
}
if (unkActor != NULL) {
actorCategory = unkActor->category;
} else {
actorCategory = player->actor.category;
}
if ((unkActor != targetCtx->arrowPointedActor) || (actorCategory != targetCtx->activeCategory)) {
targetCtx->arrowPointedActor = unkActor;
targetCtx->activeCategory = actorCategory;
targetCtx->unk_40 = 1.0f;
}
if (unkActor == NULL) {
unkActor = &player->actor;
}
if (Math_StepToF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) {
temp1 = 0.25f / targetCtx->unk_40;
temp2 = unkActor->world.pos.x - targetCtx->naviRefPos.x;
temp3 = (unkActor->world.pos.y + (unkActor->targetArrowOffset * unkActor->scale.y)) - targetCtx->naviRefPos.y;
temp4 = unkActor->world.pos.z - targetCtx->naviRefPos.z;
targetCtx->naviRefPos.x += temp2 * temp1;
targetCtx->naviRefPos.y += temp3 * temp1;
targetCtx->naviRefPos.z += temp4 * temp1;
} else {
func_8002BF60(targetCtx, unkActor, actorCategory, globalCtx);
}
if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
func_8002BE04(globalCtx, &actorArg->focus.pos, &sp50, &sp4C);
if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) {
actorArg = NULL;
}
}
if (actorArg != NULL) {
if (actorArg != targetCtx->targetedActor) {
func_8002BE98(targetCtx, actorArg->category, globalCtx);
targetCtx->targetedActor = actorArg;
if (actorArg->id == ACTOR_EN_BOOM) {
targetCtx->unk_48 = 0;
}
lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
func_80078884(lockOnSfxId);
}
targetCtx->targetCenterPos.x = actorArg->world.pos.x;
targetCtx->targetCenterPos.y = actorArg->world.pos.y - (actorArg->shape.yOffset * actorArg->scale.y);
targetCtx->targetCenterPos.z = actorArg->world.pos.z;
if (targetCtx->unk_4B == 0) {
temp5 = (500.0f - targetCtx->unk_44) * 3.0f;
temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5);
if (Math_StepToF(&targetCtx->unk_44, 80.0f, temp6) != 0) {
targetCtx->unk_4B++;
}
} else {
targetCtx->unk_4B = (targetCtx->unk_4B + 3) | 0x80;
targetCtx->unk_44 = 120.0f;
}
} else {
targetCtx->targetedActor = NULL;
Math_StepToF(&targetCtx->unk_44, 500.0f, 80.0f);
}
}
/**
* Tests if current scene switch flag is set.
*/
s32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
return globalCtx->actorCtx.flags.swch & (1 << flag);
} else {
return globalCtx->actorCtx.flags.tempSwch & (1 << (flag - 0x20));
}
}
/**
* Sets current scene switch flag.
*/
void Flags_SetSwitch(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
globalCtx->actorCtx.flags.swch |= (1 << flag);
} else {
globalCtx->actorCtx.flags.tempSwch |= (1 << (flag - 0x20));
}
}
/**
* Unsets current scene switch flag.
*/
void Flags_UnsetSwitch(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
globalCtx->actorCtx.flags.swch &= ~(1 << flag);
} else {
globalCtx->actorCtx.flags.tempSwch &= ~(1 << (flag - 0x20));
}
}
/**
* Tests if current scene unknown flag is set.
*/
s32 Flags_GetUnknown(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
return globalCtx->actorCtx.flags.unk0 & (1 << flag);
} else {
return globalCtx->actorCtx.flags.unk1 & (1 << (flag - 0x20));
}
}
/**
* Sets current scene unknown flag.
*/
void Flags_SetUnknown(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
globalCtx->actorCtx.flags.unk0 |= (1 << flag);
} else {
globalCtx->actorCtx.flags.unk1 |= (1 << (flag - 0x20));
}
}
/**
* Unsets current scene unknown flag.
*/
void Flags_UnsetUnknown(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
globalCtx->actorCtx.flags.unk0 &= ~(1 << flag);
} else {
globalCtx->actorCtx.flags.unk1 &= ~(1 << (flag - 0x20));
}
}
/**
* Tests if current scene chest flag is set.
*/
s32 Flags_GetTreasure(GlobalContext* globalCtx, s32 flag) {
return globalCtx->actorCtx.flags.chest & (1 << flag);
}
/**
* Sets current scene chest flag.
*/
void Flags_SetTreasure(GlobalContext* globalCtx, s32 flag) {
globalCtx->actorCtx.flags.chest |= (1 << flag);
}
/**
* Tests if current scene clear flag is set.
*/
s32 Flags_GetClear(GlobalContext* globalCtx, s32 flag) {
return globalCtx->actorCtx.flags.clear & (1 << flag);
}
/**
* Sets current scene clear flag.
*/
void Flags_SetClear(GlobalContext* globalCtx, s32 flag) {
globalCtx->actorCtx.flags.clear |= (1 << flag);
}
/**
* Unsets current scene clear flag.
*/
void Flags_UnsetClear(GlobalContext* globalCtx, s32 flag) {
globalCtx->actorCtx.flags.clear &= ~(1 << flag);
}
/**
* Tests if current scene temp clear flag is set.
*/
s32 Flags_GetTempClear(GlobalContext* globalCtx, s32 flag) {
return globalCtx->actorCtx.flags.tempClear & (1 << flag);
}
/**
* Sets current scene temp clear flag.
*/
void Flags_SetTempClear(GlobalContext* globalCtx, s32 flag) {
globalCtx->actorCtx.flags.tempClear |= (1 << flag);
}
/**
* Unsets current scene temp clear flag.
*/
void Flags_UnsetTempClear(GlobalContext* globalCtx, s32 flag) {
globalCtx->actorCtx.flags.tempClear &= ~(1 << flag);
}
/**
* Tests if current scene collectible flag is set.
*/
s32 Flags_GetCollectible(GlobalContext* globalCtx, s32 flag) {
if (flag < 0x20) {
return globalCtx->actorCtx.flags.collect & (1 << flag);
} else {
return globalCtx->actorCtx.flags.tempCollect & (1 << (flag - 0x20));
}
}
/**
* Sets current scene collectible flag.
*/
void Flags_SetCollectible(GlobalContext* globalCtx, s32 flag) {
if (flag != 0) {
if (flag < 0x20) {
globalCtx->actorCtx.flags.collect |= (1 << flag);
} else {
globalCtx->actorCtx.flags.tempCollect |= (1 << (flag - 0x20));
}
}
}
void func_8002CDE4(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityR = titleCtx->alpha = 0;
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityG = titleCtx->alpha = 0;
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityB = titleCtx->alpha = 0;
}
void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s16 x, s16 y, u8 width,
u8 height, s16 hasTranslation) {
if (ResourceMgr_OTRSigCheck(texture))
texture = ResourceMgr_LoadTexByName(texture);
titleCtx->texture = texture;
titleCtx->isBossCard = true;
titleCtx->hasTranslation = hasTranslation;
titleCtx->x = x;
titleCtx->y = y;
titleCtx->width = width;
titleCtx->height = height;
titleCtx->durationTimer = 80;
titleCtx->delayTimer = 0;
}
void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s32 x, s32 y,
s32 width, s32 height, s32 delay) {
SceneTableEntry* loadedScene = globalCtx->loadedScene;
// size_t size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
switch (globalCtx->sceneNum) {
case SCENE_YDAN:
texture = gDekuTreeTitleCardENGTex;
break;
case SCENE_DDAN:
texture = gDodongosCavernTitleCardENGTex;
break;
case SCENE_BDAN:
texture = gJabuJabuTitleCardENGTex;
break;
case SCENE_BMORI1:
texture = gForestTempleTitleCardENGTex;
break;
case SCENE_HIDAN:
texture = gFireTempleTitleCardENGTex;
break;
case SCENE_MIZUSIN:
texture = gWaterTempleTitleCardENGTex;
break;
case SCENE_JYASINZOU:
texture = gSpiritTempleTitleCardENGTex;
2022-04-03 19:45:02 -04:00
break;
case SCENE_HAKADAN:
2022-04-03 19:45:02 -04:00
texture = gShadowTempleTitleCardENGTex;
break;
case SCENE_HAKADANCH:
texture = gBottomOfTheWellTitleCardENGTex;
break;
case SCENE_ICE_DOUKUTO:
texture = gIceCavernTitleCardENGTex;
break;
case SCENE_MEN:
texture = gGERudoTrainingGroundTitleCardENGTex;
break;
case SCENE_GERUDOWAY:
texture = gThievesHideoutTitleCardENGTex;
break;
2022-07-07 22:19:41 -04:00
case SCENE_GANON_TOU:
texture = gGanonsCastleTitleCardENGTex;
break;
2022-07-07 22:19:41 -04:00
case SCENE_GANONTIKA:
texture = gInsideGanonsCastleTitleCardENGTex;
break;
case SCENE_TAKARAYA:
texture = gTreasureBoxShopTitleCardENGTex;
break;
case SCENE_MARKET_ALLEY:
case SCENE_MARKET_ALLEY_N:
texture = gBackAlleyTitleCardENGTex;
break;
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
texture = gMarketTitleCardENGTex;
break;
case SCENE_SHOP1:
texture = gBazaarTitleCardENGTex;
break;
case SCENE_KOKIRI_SHOP:
texture = gKokiriShopTitleCardENGTex;
break;
case SCENE_GOLON:
texture = gGoronShopTitleCardENGTex;
break;
case SCENE_ZOORA:
texture = gZoraShopTitleCardENGTex;
break;
case SCENE_NIGHT_SHOP:
texture = gBombchuShopTitleCardENGTex;
break;
case SCENE_DRAG:
case SCENE_MAHOUYA:
case SCENE_ALLEY_SHOP:
texture = gPotionShopTitleCardENGTex;
break;
case SCENE_FACE_SHOP:
texture = gHappyMaskShopTitleCardENGTex;
break;
case SCENE_MALON_STABLE:
texture = gStableTitleCardENGTex;
break;
case SCENE_HYLIA_LABO:
texture = gLakeHyliaTitleCardENGTex;
break;
case SCENE_HUT:
texture = gGravekeepersHutTitleCardENGTex;
break;
case SCENE_DAIYOUSEI_IZUMI:
case SCENE_YOUSEI_IZUMI_YOKO:
texture = gGreatFairysFountainTitleCardENGTex;
break;
case SCENE_YOUSEI_IZUMI_TATE:
texture = gFairysFountainTitleCardENGTex;
break;
case SCENE_HAKAANA_OUKE:
texture = gRoyalFamilysTumbTitleCardENGTex;
break;
case SCENE_SYATEKIJYOU:
texture = gShootingGalleryTitleCardENGTex;
break;
case SCENE_TOKINOMA:
texture = gTempleOfTimeTitleCardENGTex;
break;
case SCENE_KENJYANOMA:
texture = gChamberOfTheSagesTitleCardENGTex;
break;
case SCENE_HAIRAL_NIWA:
case SCENE_HAIRAL_NIWA_N:
case SCENE_NAKANIWA:
case SCENE_HAIRAL_NIWA2:
texture = gCastleCourtyardTitleCardENGTex;
break;
case SCENE_HAKASITARELAY:
texture = gQuestionMarkTitleCardENGTex;
break;
case SCENE_TURIBORI:
texture = gFishingPondTitleCardENGTex;
break;
case SCENE_BOWLING:
texture = gBombchuBowlingAlleyCardENGTex;
break;
case SCENE_KINSUTA:
texture = gHouseOfSkulltulaTitleCardENGTex;
break;
case SCENE_SPOT00:
texture = gHyruleFieldTitleCardENGTex;
break;
case SCENE_SPOT01:
texture = gKakarikoVillageTitleCardENGTex;
break;
case SCENE_SPOT02:
texture = gGraveyardTitleCardENGTex;
break;
case SCENE_SPOT03:
texture = gZorasRiverTitleCardENGTex;
break;
case SCENE_SPOT04:
texture = gKokiriForestTitleCardENGTex;
break;
case SCENE_SPOT05:
texture = gSacredForestMeadowTitleCardENGTex;
break;
case SCENE_SPOT06:
texture = gLakeHyliaTitleCardENGTex;
break;
case SCENE_SPOT07:
texture = gZorasDomainTitleCardENGTex;
break;
case SCENE_SPOT08:
texture = gZorasFountainTitleCardENGTex;
break;
case SCENE_SPOT09:
texture = gGERudoValleyTitleCardENGTex;
break;
case SCENE_SPOT10:
texture = gLostWoodsTitleCardENGTex;
break;
case SCENE_SPOT11:
texture = gDesertColossusTitleCardENGTex;
break;
case SCENE_SPOT12:
texture = gGERudosFortressTitleCardENGTex;
break;
case SCENE_SPOT13:
texture = gHauntedWastelandTitleCardENGTex;
break;
case SCENE_SPOT15:
texture = gHyruleCastleTitleCardENGTex;
break;
case SCENE_SPOT16:
texture = gDeathMountainTrailTitleCardENGTex;
break;
case SCENE_SPOT17:
texture = gDeathMountainCraterTitleCardENGTex;
break;
case SCENE_SPOT18:
texture = gGoronCityTitleCardENGTex;
break;
case SCENE_SPOT20:
texture = gLonLonRanchTitleCardENGTex;
break;
default:
titleCtx->texture = NULL;
return;
}
char newName[512];
if (gSaveContext.language != LANGUAGE_ENG) {
size_t length = strlen(texture);
strcpy(newName, texture);
if (gSaveContext.language == LANGUAGE_FRA) {
newName[length - 6] = 'F';
newName[length - 5] = 'R';
newName[length - 4] = 'A';
}
else if (gSaveContext.language == LANGUAGE_GER) {
newName[length - 6] = 'G';
newName[length - 5] = 'E';
newName[length - 4] = 'R';
}
texture = newName;
}
titleCtx->texture = ResourceMgr_LoadTexByName(texture);
//titleCtx->texture = texture;
titleCtx->isBossCard = false;
titleCtx->hasTranslation = false;
titleCtx->x = x;
titleCtx->y = y;
titleCtx->width = width;
titleCtx->height = height;
titleCtx->durationTimer = 80;
titleCtx->delayTimer = delay;
}
void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
s16* TitleCard_Colors[3] = {255,255,255};
if (titleCtx->isBossCard && CVar_GetS32("gHudColors", 1) == 2) {//Bosses cards.
TitleCard_Colors[0] = CVar_GetS32("gCCTC_B_U_PrimR", 255);
TitleCard_Colors[1] = CVar_GetS32("gCCTC_B_U_PrimG", 255);
TitleCard_Colors[2] = CVar_GetS32("gCCTC_B_U_PrimB", 255);
} else if (!titleCtx->isBossCard && CVar_GetS32("gHudColors", 1) == 2) {
TitleCard_Colors[0] = CVar_GetS32("gCCTC_OW_U_PrimR", 255);
TitleCard_Colors[1] = CVar_GetS32("gCCTC_OW_U_PrimG", 255);
TitleCard_Colors[2] = CVar_GetS32("gCCTC_OW_U_PrimB", 255);
} else {
TitleCard_Colors[0] = 255;
TitleCard_Colors[1] = 255;
TitleCard_Colors[2] = 255;
}
if (DECR(titleCtx->delayTimer) == 0) {
if (DECR(titleCtx->durationTimer) == 0) {
Math_StepToS(&titleCtx->alpha, 0, 30);
Math_StepToS(&titleCtx->intensityR, 0, 70);
Math_StepToS(&titleCtx->intensityG, 0, 70);
Math_StepToS(&titleCtx->intensityB, 0, 70);
} else {
Math_StepToS(&titleCtx->alpha, 255, 10);
Math_StepToS(&titleCtx->intensityR, TitleCard_Colors[0], 20);
Math_StepToS(&titleCtx->intensityG, TitleCard_Colors[1], 20);
Math_StepToS(&titleCtx->intensityB, TitleCard_Colors[2], 20);
}
}
}
void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
s32 width;
s32 height;
s32 unused;
s32 titleX;
s32 doubleWidth;
s32 titleY;
s32 titleSecondY;
s32 textureLanguageOffset;
s32 shiftTopY;
s32 shiftBottomY;
if (titleCtx->alpha != 0) {
width = titleCtx->width;
height = titleCtx->height;
s16 TitleCard_PosX_Modifier = (titleCtx->isBossCard ? CVar_GetS32("gTCBPosX", 0) : CVar_GetS32("gTCMPosX", 0));
s16 TitleCard_PosY_Modifier = (titleCtx->isBossCard ? CVar_GetS32("gTCBPosY", 0) : CVar_GetS32("gTCMPosY", 0));
s16 TitleCard_PosType_Checker = (titleCtx->isBossCard ? CVar_GetS32("gTCBPosType", 0) : CVar_GetS32("gTCMPosType", 0));
s16 TitleCard_Margin_Checker = (titleCtx->isBossCard ? CVar_GetS32("gTCBUseMargins", 0) : CVar_GetS32("gTCMUseMargins", 0));
s16 TitleCard_MarginX = 0;
s16 TitleCard_PosX = titleCtx->x;
s16 TitleCard_PosY = titleCtx->y;
if (TitleCard_PosType_Checker != 0) {
TitleCard_PosY = TitleCard_PosY_Modifier;
if (TitleCard_PosType_Checker == 1) {//Anchor Left
if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVar_GetS32("gHUDMargin_L", 0)*-1;};
TitleCard_PosX = OTRGetDimensionFromLeftEdge(TitleCard_PosX_Modifier+TitleCard_MarginX)-11;
} else if (TitleCard_PosType_Checker == 2) {//Anchor Right
if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVar_GetS32("gHUDMargin_R", 0);};
TitleCard_PosX = OTRGetDimensionFromRightEdge(TitleCard_PosX_Modifier+TitleCard_MarginX);
} else if (TitleCard_PosType_Checker == 3) {//Anchor None
TitleCard_PosX = TitleCard_PosX_Modifier;
} else if (TitleCard_PosType_Checker == 4) {//Hidden
TitleCard_PosX = -9999;
}
}
titleX = (TitleCard_PosX * 4) - (width * 2);
titleY = (TitleCard_PosY * 4) - (height * 2);
doubleWidth = width * 2;
OPEN_DISPS(globalCtx->state.gfxCtx);
height = (width * height > 0x1000) ? 0x1000 / width : height;
titleSecondY = titleY + (height * 4);
textureLanguageOffset = 0x0;
shiftTopY = 0x0;
shiftBottomY = 0x1000;
//if this card is bosses cards, has translation and that is not using English language.
if (titleCtx->isBossCard && titleCtx->hasTranslation && gSaveContext.language != LANGUAGE_ENG) {
textureLanguageOffset = (width * height * gSaveContext.language);
if (gSaveContext.language == LANGUAGE_GER) {
shiftTopY = 0x400;
shiftBottomY = 0x1400;
} else if (gSaveContext.language == LANGUAGE_FRA) {
shiftTopY = 0x800;
shiftBottomY = 0x1800;
}
}
// WORLD_OVERLAY_DISP Goes over POLY_XLU_DISP but under POLY_KAL_DISP
WORLD_OVERLAY_DISP = func_80093808(WORLD_OVERLAY_DISP);
gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensityR, (u8)titleCtx->intensityG, (u8)titleCtx->intensityB,
(u8)titleCtx->alpha);
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftTopY, G_IM_FMT_IA,
G_IM_SIZ_8b,
width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
//Removing the -1 there remove the gap between top and bottom textures.
gSPWideTextureRectangle(WORLD_OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4),
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
height = titleCtx->height - height;
// If texture is bigger than 0x1000, display the rest
if (height > 0) {
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftBottomY,
G_IM_FMT_IA,
G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
//Removing the -1 there remove the gap between top and bottom textures.
gSPWideTextureRectangle(WORLD_OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4,
titleSecondY + (height * 4), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
if ((globalCtx->actorCtx.titleCtx.delayTimer != 0) || (globalCtx->actorCtx.titleCtx.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
return false;
}
return true;
}
void Actor_Kill(Actor* actor) {
actor->draw = NULL;
actor->update = NULL;
actor->flags &= ~ACTOR_FLAG_0;
}
void Actor_SetWorldToHome(Actor* actor) {
actor->world = actor->home;
}
void Actor_SetFocus(Actor* actor, f32 yOffset) {
actor->focus.pos.x = actor->world.pos.x;
actor->focus.pos.y = actor->world.pos.y + yOffset;
actor->focus.pos.z = actor->world.pos.z;
actor->focus.rot.x = actor->world.rot.x;
actor->focus.rot.y = actor->world.rot.y;
actor->focus.rot.z = actor->world.rot.z;
}
void Actor_SetWorldRotToShape(Actor* actor) {
actor->world.rot = actor->shape.rot;
}
void Actor_SetShapeRotToWorld(Actor* actor) {
actor->shape.rot = actor->world.rot;
}
void Actor_SetScale(Actor* actor, f32 scale) {
actor->scale.z = scale;
actor->scale.y = scale;
actor->scale.x = scale;
}
void Actor_SetObjectDependency(GlobalContext* globalCtx, Actor* actor) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[actor->objBankIndex].segment);
}
void Actor_Init(Actor* actor, GlobalContext* globalCtx) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
actor->targetMode = 3;
actor->minVelocityY = -20.0f;
actor->xyzDistToPlayerSq = FLT_MAX;
actor->naviEnemyId = 0xFF;
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
actor->uncullZoneForward = 32767.0f;
actor->uncullZoneScale = 32767.0f;
actor->uncullZoneDownward = 32767.0f;
}
CollisionCheck_InitInfo(&actor->colChkInfo);
actor->floorBgId = BGCHECK_SCENE;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
//if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex))
{
//Actor_SetObjectDependency(globalCtx, actor);
actor->init(actor, globalCtx);
actor->init = NULL;
}
}
void Actor_Destroy(Actor* actor, GlobalContext* globalCtx) {
ActorOverlay* overlayEntry;
char* name;
if (actor->destroy != NULL) {
actor->destroy(actor, globalCtx);
actor->destroy = NULL;
} else {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
// "No Actor class destruct [%s]"
osSyncPrintf("Actorクラス デストラクトがありません [%s]\n" VT_RST, name);
}
}
void func_8002D7EC(Actor* actor) {
f32 speedRate = R_UPDATE_RATE * 0.5f;
actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x;
actor->world.pos.y += (actor->velocity.y * speedRate) + actor->colChkInfo.displacement.y;
actor->world.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z;
}
void func_8002D868(Actor* actor) {
actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ;
actor->velocity.y += actor->gravity;
if (actor->velocity.y < actor->minVelocityY) {
actor->velocity.y = actor->minVelocityY;
}
}
void Actor_MoveForward(Actor* actor) {
func_8002D868(actor);
func_8002D7EC(actor);
}
void func_8002D908(Actor* actor) {
f32 sp24 = Math_CosS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * sp24;
actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * sp24;
}
void func_8002D97C(Actor* actor) {
func_8002D908(actor);
func_8002D7EC(actor);
}
void func_8002D9A4(Actor* actor, f32 arg1) {
actor->speedXZ = Math_CosS(actor->world.rot.x) * arg1;
actor->velocity.y = -Math_SinS(actor->world.rot.x) * arg1;
}
void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) {
Vec3f sp1C;
SkelAnime_UpdateTranslation(skelAnime, &sp1C, actor->shape.rot.y);
actor->world.pos.x += sp1C.x * actor->scale.x;
actor->world.pos.y += sp1C.y * actor->scale.y;
actor->world.pos.z += sp1C.z * actor->scale.z;
}
s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_Yaw(&actorA->world.pos, &actorB->world.pos);
}
s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_Yaw(&actorA->focus.pos, &actorB->focus.pos);
}
s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_Yaw(&actor->world.pos, refPoint);
}
s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_Pitch(&actorA->world.pos, &actorB->world.pos);
}
s16 Actor_FocusPitchTowardActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_Pitch(&actorA->focus.pos, &actorB->focus.pos);
}
s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_Pitch(&actor->world.pos, refPoint);
}
f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_DistXYZ(&actorA->world.pos, &actorB->world.pos);
}
f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_DistXYZ(&actor->world.pos, refPoint);
}
f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB) {
return Math_Vec3f_DistXZ(&actorA->world.pos, &actorB->world.pos);
}
f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_DistXZ(&actor->world.pos, refPoint);
}
void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) {
f32 cosRot2Y;
f32 sinRot2Y;
f32 deltaX;
f32 deltaZ;
cosRot2Y = Math_CosS(actor->shape.rot.y);
sinRot2Y = Math_SinS(actor->shape.rot.y);
deltaX = arg2->x - actor->world.pos.x;
deltaZ = arg2->z - actor->world.pos.z;
result->x = (deltaX * cosRot2Y) - (deltaZ * sinRot2Y);
result->z = (deltaX * sinRot2Y) + (deltaZ * cosRot2Y);
result->y = arg2->y - actor->world.pos.y;
}
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {
return actorB->world.pos.y - actorA->world.pos.y;
}
f32 Player_GetHeight(Player* player) {
f32 offset = (player->stateFlags1 & 0x800000) ? 32.0f : 0.0f;
if (LINK_IS_ADULT) {
return offset + 68.0f;
} else {
return offset + 44.0f;
}
}
f32 func_8002DCE4(Player* player) {
if (player->stateFlags1 & 0x800000) {
return 8.0f;
} else if (player->stateFlags1 & 0x8000000) {
return (R_RUN_SPEED_LIMIT / 100.0f) * 0.6f;
} else {
return R_RUN_SPEED_LIMIT / 100.0f;
}
}
s32 func_8002DD6C(Player* player) {
return player->stateFlags1 & 0x8;
}
s32 func_8002DD78(Player* player) {
return func_8002DD6C(player) && player->unk_834;
}
s32 func_8002DDA8(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return (player->stateFlags1 & 0x800) || func_8002DD78(player);
}
s32 func_8002DDE4(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->stateFlags2 & 0x8;
}
s32 func_8002DDF4(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->stateFlags2 & 0x1000;
}
void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
ArmsHook* hookshot = (ArmsHook*)Actor_Find(&globalCtx->actorCtx, ACTOR_ARMS_HOOK, ACTORCAT_ITEMACTION);
hookshot->grabbed = actorB;
hookshot->grabbedDistDiff.x = 0.0f;
hookshot->grabbedDistDiff.y = 0.0f;
hookshot->grabbedDistDiff.z = 0.0f;
actorB->flags |= ACTOR_FLAG_13;
actorA->flags &= ~ACTOR_FLAG_13;
}
void func_8002DE74(GlobalContext* globalCtx, Player* player) {
if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, MAIN_CAM), CAM_SET_HORSE);
}
}
void Actor_MountHorse(GlobalContext* globalCtx, Player* player, Actor* horse) {
player->rideActor = horse;
player->stateFlags1 |= 0x800000;
horse->child = &player->actor;
}
s32 func_8002DEEC(Player* player) {
return (player->stateFlags1 & 0x20000080) || (player->csMode != 0);
}
void func_8002DF18(GlobalContext* globalCtx, Player* player) {
func_8006DC68(globalCtx, player);
}
s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(globalCtx);
player->csMode = csMode;
player->unk_448 = actor;
player->unk_46A = 0;
return true;
}
s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(globalCtx);
func_8002DF38(globalCtx, actor, csMode);
player->unk_46A = 1;
return true;
}
void func_8002DF90(DynaPolyActor* dynaActor) {
dynaActor->unk_154 = 0.0f;
dynaActor->unk_150 = 0.0f;
}
void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) {
dynaActor->unk_150 += arg1;
dynaActor->unk_158 = arg2;
}
/**
* Chcek if the player is facing the specified actor.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 yawDiff = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
return true;
}
return false;
}
/**
* Chcek if `actorB` is facing `actorA`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
*/
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle) {
s16 yawDiff = (s16)(Actor_WorldYawTowardActor(actorA, actorB) + 0x8000) - actorB->shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
return true;
}
return false;
}
/**
* Chcek if the specified actor is facing the player.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
s16 yawDiff = actor->yawTowardsPlayer - actor->shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
return true;
}
return false;
}
/**
* Chcek if `actorA` is facing `actorB`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
*/
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle) {
s16 yawDiff = Actor_WorldYawTowardActor(actorA, actorB) - actorA->shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
return true;
}
return false;
}
/**
* Chcek if the specified actor is facing the player and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle) {
s16 yawDiff = actor->yawTowardsPlayer - actor->shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
f32 xyzDistanceFromLink = sqrtf(SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer));
if (xyzDistanceFromLink < range) {
return true;
}
}
return false;
}
/**
* Chcek if `actorA` is facing `actorB` and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngle) {
if (Actor_WorldDistXYZToActor(actorA, actorB) < range) {
s16 yawDiff = Actor_WorldYawTowardActor(actorA, actorB) - actorA->shape.rot.y;
if (ABS(yawDiff) < maxAngle) {
return true;
}
}
return false;
}
s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
if ((actor->bgCheckFlags & 0x1) && (arg1 < -11.0f)) {
actor->bgCheckFlags &= ~0x1;
actor->bgCheckFlags |= 0x4;
if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) {
actor->velocity.y = 0.0f;
}
return false;
}
return true;
}
s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) {
f32 floorHeightDiff;
s32 floorBgId;
arg2->y += 50.0f;
actor->floorHeight =
BgCheck_EntityRaycastFloor5(globalCtx, &globalCtx->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
actor->bgCheckFlags &= ~0x0086;
if (actor->floorHeight <= BGCHECK_Y_MIN) {
return func_8002E234(actor, BGCHECK_Y_MIN, arg3);
}
floorHeightDiff = actor->floorHeight - actor->world.pos.y;
actor->floorBgId = floorBgId;
if (floorHeightDiff >= 0.0f) { // actor is on or below the ground
actor->bgCheckFlags |= 0x80;
if (actor->bgCheckFlags & 0x10) {
if (floorBgId != sCurCeilingBgId) {
if (floorHeightDiff > 15.0f) {
actor->bgCheckFlags |= 0x100;
}
} else {
actor->world.pos.x = actor->prevPos.x;
actor->world.pos.z = actor->prevPos.z;
}
}
actor->world.pos.y = actor->floorHeight;
if (actor->velocity.y <= 0.0f) {
if (!(actor->bgCheckFlags & 0x1)) {
actor->bgCheckFlags |= 0x2;
} else if ((arg3 & 0x8) && (actor->gravity < 0.0f)) {
actor->velocity.y = -4.0f;
} else {
actor->velocity.y = 0.0f;
}
actor->bgCheckFlags |= 0x1;
func_80043334(&globalCtx->colCtx, actor, actor->floorBgId);
}
} else { // actor is above ground
if ((actor->bgCheckFlags & 0x1) && (floorHeightDiff >= -11.0f)) {
func_80043334(&globalCtx->colCtx, actor, actor->floorBgId);
}
return func_8002E234(actor, floorHeightDiff, arg3);
}
return true;
}
void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
f32 ceilingCheckHeight, s32 flags) {
f32 sp74;
s32 pad;
Vec3f sp64;
s32 bgId;
CollisionPoly* wallPoly;
f32 sp58;
WaterBox* waterBox;
f32 waterBoxYSurface;
Vec3f ripplePos;
sp74 = actor->world.pos.y - actor->prevPos.y;
if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & 1)) {
func_800433A4(&globalCtx->colCtx, actor->floorBgId, actor);
}
if (flags & 1) {
if ((!(flags & 0x80) &&
BgCheck_EntitySphVsWall3(&globalCtx->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight)) ||
((flags & 0x80) &&
BgCheck_EntitySphVsWall4(&globalCtx->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight))) {
wallPoly = actor->wallPoly;
Math_Vec3f_Copy(&actor->world.pos, &sp64);
actor->wallYaw = Math_Atan2S(wallPoly->normal.z, wallPoly->normal.x);
actor->bgCheckFlags |= 8;
actor->wallBgId = bgId;
} else {
actor->bgCheckFlags &= ~8;
}
}
sp64.x = actor->world.pos.x;
sp64.z = actor->world.pos.z;
if (flags & 2) {
sp64.y = actor->prevPos.y + 10.0f;
if (BgCheck_EntityCheckCeiling(&globalCtx->colCtx, &sp58, &sp64, (ceilingCheckHeight + sp74) - 10.0f,
&sCurCeilingPoly, &sCurCeilingBgId, actor)) {
actor->bgCheckFlags |= 0x10;
actor->world.pos.y = (sp58 + sp74) - 10.0f;
} else {
actor->bgCheckFlags &= ~0x10;
}
}
if (flags & 4) {
sp64.y = actor->prevPos.y;
func_8002E2AC(globalCtx, actor, &sp64, flags);
waterBoxYSurface = actor->world.pos.y;
if (WaterBox_GetSurface1(globalCtx, &globalCtx->colCtx, actor->world.pos.x, actor->world.pos.z,
&waterBoxYSurface, &waterBox)) {
actor->yDistToWater = waterBoxYSurface - actor->world.pos.y;
if (actor->yDistToWater < 0.0f) {
actor->bgCheckFlags &= ~0x60;
} else {
if (!(actor->bgCheckFlags & 0x20)) {
actor->bgCheckFlags |= 0x40;
if (!(flags & 0x40)) {
ripplePos.x = actor->world.pos.x;
ripplePos.y = waterBoxYSurface;
ripplePos.z = actor->world.pos.z;
EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 0);
EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 4);
EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 8);
}
}
actor->bgCheckFlags |= 0x20;
}
} else {
actor->bgCheckFlags &= ~0x60;
actor->yDistToWater = BGCHECK_Y_MIN;
}
}
}
Mtx D_8015BBA8;
Gfx* func_8002E830(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* gfx, Hilite** hilite) {
LookAt* lookAt;
f32 correctedEyeX;
lookAt = Graph_Alloc(gfxCtx, sizeof(LookAt));
correctedEyeX = (eye->x == object->x) && (eye->z == object->z) ? eye->x + 0.001f : eye->x;
*hilite = Graph_Alloc(gfxCtx, sizeof(Hilite));
if (HREG(80) == 6) {
osSyncPrintf("z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f]\n", correctedEyeX,
eye->x, eye->y, eye->z, object->x, object->y, object->z, lightDir->x, lightDir->y, lightDir->z);
}
func_800ABE74(correctedEyeX, eye->y, eye->z);
guLookAtHilite(&D_8015BBA8, lookAt, *hilite, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, 0.0f,
1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 0x10,
0x10);
gSPLookAt(gfx++, lookAt);
gDPSetHilite1Tile(gfx++, 1, *hilite, 0x10, 0x10);
return gfx;
}
Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
POLY_OPA_DISP = func_8002E830(object, eye, lightDir, gfxCtx, POLY_OPA_DISP, &hilite);
CLOSE_DISPS(gfxCtx);
return hilite;
}
Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
POLY_XLU_DISP = func_8002E830(object, eye, lightDir, gfxCtx, POLY_XLU_DISP, &hilite);
CLOSE_DISPS(gfxCtx);
return hilite;
}
void func_8002EBCC(Actor* actor, GlobalContext* globalCtx, s32 flag) {
Hilite* hilite;
Vec3f lightDir;
Gfx* displayListHead;
Gfx* displayList;
lightDir.x = globalCtx->envCtx.dirLight1.params.dir.x;
lightDir.y = globalCtx->envCtx.dirLight1.params.dir.y;
lightDir.z = globalCtx->envCtx.dirLight1.params.dir.z;
if (HREG(80) == 6) {
osSyncPrintf("z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f]\n", globalCtx->view.eye.x,
globalCtx->view.eye.y, globalCtx->view.eye.z);
}
hilite = func_8002EABC(&actor->world.pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
if (flag != 0) {
displayList = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 0x10, 0x10);
gSPEndDisplayList(displayListHead);
gSPSegment(POLY_OPA_DISP++, 0x07, displayList);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
void func_8002ED80(Actor* actor, GlobalContext* globalCtx, s32 flag) {
Hilite* hilite;
Vec3f lightDir;
Gfx* displayListHead;
Gfx* displayList;
lightDir.x = globalCtx->envCtx.dirLight1.params.dir.x;
lightDir.y = globalCtx->envCtx.dirLight1.params.dir.y;
lightDir.z = globalCtx->envCtx.dirLight1.params.dir.z;
hilite = func_8002EB44(&actor->world.pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
if (flag != 0) {
displayList = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 0x10, 0x10);
gSPEndDisplayList(displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x07, displayList);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
PosRot* Actor_GetFocus(PosRot* dest, Actor* actor) {
*dest = actor->focus;
return dest;
}
PosRot* Actor_GetWorld(PosRot* dest, Actor* actor) {
*dest = actor->world;
return dest;
}
PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor) {
PosRot sp1C;
Math_Vec3f_Copy(&sp1C.pos, &actor->world.pos);
sp1C.rot = actor->shape.rot;
*arg0 = sp1C;
return arg0;
}
f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
s16 yawTemp = (s16)(actor->yawTowardsPlayer - 0x8000) - arg2;
s16 yawTempAbs = ABS(yawTemp);
if (player->unk_664 != NULL) {
if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_27)) {
return FLT_MAX;
} else {
f32 ret =
actor->xyzDistToPlayerSq - actor->xyzDistToPlayerSq * 0.8f * ((0x4000 - yawTempAbs) * (1.0f / 0x8000));
return ret;
}
}
if (yawTempAbs > 0x2AAA) {
return FLT_MAX;
}
return actor->xyzDistToPlayerSq;
}
typedef struct {
/* 0x0 */ f32 rangeSq;
/* 0x4 */ f32 leashScale;
} TargetRangeParams; // size = 0x8
#define TARGET_RANGE(range, leash) \
{ SQ(range), (f32)range / leash }
TargetRangeParams D_80115FF8[] = {
TARGET_RANGE(70, 140), TARGET_RANGE(170, 255), TARGET_RANGE(280, 5600), TARGET_RANGE(350, 525),
TARGET_RANGE(700, 1050), TARGET_RANGE(1000, 1500), TARGET_RANGE(100, 105.36842), TARGET_RANGE(140, 163.33333),
TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000),
};
u32 func_8002F090(Actor* actor, f32 arg1) {
return arg1 < D_80115FF8[actor->targetMode].rangeSq;
}
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) {
return true;
}
if (!flag) {
s16 var = (s16)(actor->yawTowardsPlayer - 0x8000) - player->actor.shape.rot.y;
s16 abs_var = ABS(var);
f32 dist;
if ((player->unk_664 == NULL) && (abs_var > 0x2AAA)) {
dist = FLT_MAX;
} else {
dist = actor->xyzDistToPlayerSq;
}
return !func_8002F090(actor, D_80115FF8[actor->targetMode].leashScale * dist);
}
return false;
}
u32 Actor_ProcessTalkRequest(Actor* actor, GlobalContext* globalCtx) {
if (actor->flags & ACTOR_FLAG_8) {
actor->flags &= ~ACTOR_FLAG_8;
return true;
}
return false;
}
s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 exchangeItemId) {
Player* player = GET_PLAYER(globalCtx);
// This is convoluted but it seems like it must be a single if statement to match
if ((player->actor.flags & ACTOR_FLAG_8) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
(!actor->isTargeted &&
((arg3 < fabsf(actor->yDistToPlayer)) || (player->targetActorDistance < actor->xzDistToPlayer) ||
(arg2 < actor->xzDistToPlayer)))) {
return false;
}
player->targetActor = actor;
player->targetActorDistance = actor->xzDistToPlayer;
player->exchangeItemId = exchangeItemId;
return true;
}
s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 exchangeItemId) {
return func_8002F1C4(actor, globalCtx, arg2, arg2, exchangeItemId);
}
s32 func_8002F2CC(Actor* actor, GlobalContext* globalCtx, f32 arg2) {
return func_8002F298(actor, globalCtx, arg2, EXCH_ITEM_NONE);
}
s32 func_8002F2F4(Actor* actor, GlobalContext* globalCtx) {
f32 var1 = 50.0f + actor->colChkInfo.cylRadius;
return func_8002F2CC(actor, globalCtx, var1);
}
u32 Actor_TextboxIsClosing(Actor* actor, GlobalContext* globalCtx) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
return true;
} else {
return false;
}
}
s8 func_8002F368(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->exchangeItemId;
}
void Actor_GetScreenPos(GlobalContext* globalCtx, Actor* actor, s16* x, s16* y) {
Vec3f projectedPos;
f32 w;
func_8002BE04(globalCtx, &actor->focus.pos, &projectedPos, &w);
*x = projectedPos.x * w * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
*y = projectedPos.y * w * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
}
u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
if (actor->parent != NULL) {
return true;
} else {
return false;
}
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
s32 GiveItemWithoutActor(GlobalContext* globalCtx, s32 getItemId) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
if (((player->heldActor != NULL) && (getItemId > GI_NONE) && (getItemId < GI_MAX)) ||
(!(player->stateFlags1 & 0x20000800))) {
if ((getItemId != GI_NONE)) {
player->getItemId = getItemId;
player->interactRangeActor = &player->actor;
player->getItemDirection = player->actor.shape.rot.y;
return true;
}
}
}
return false;
}
s32 func_8002F434(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
if ((((player->heldActor != NULL) || (actor == player->targetActor)) && (getItemId > GI_NONE) &&
(getItemId < GI_MAX)) ||
(!(player->stateFlags1 & 0x20000800))) {
if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
s32 absYawDiff = ABS(yawDiff);
if ((getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) {
player->getItemId = getItemId;
player->interactRangeActor = actor;
player->getItemDirection = absYawDiff;
return true;
}
}
}
}
return false;
}
void func_8002F554(Actor* actor, GlobalContext* globalCtx, s32 getItemId) {
func_8002F434(actor, globalCtx, getItemId, 50.0f, 10.0f);
}
void func_8002F580(Actor* actor, GlobalContext* globalCtx) {
func_8002F554(actor, globalCtx, GI_NONE);
}
u32 Actor_HasNoParent(Actor* actor, GlobalContext* globalCtx) {
if (actor->parent == NULL) {
return true;
} else {
return false;
}
}
void func_8002F5C4(Actor* actorA, Actor* actorB, GlobalContext* globalCtx) {
Actor* parent = actorA->parent;
if (parent->id == ACTOR_PLAYER) {
Player* player = (Player*)parent;
player->heldActor = actorB;
player->interactRangeActor = actorB;
}
parent->child = actorB;
actorB->parent = parent;
actorA->parent = NULL;
}
void func_8002F5F0(Actor* actor, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (actor->xyzDistToPlayerSq < player->unk_6A4) {
player->unk_6A4 = actor->xyzDistToPlayerSq;
}
}
s32 Actor_IsMounted(GlobalContext* globalCtx, Actor* horse) {
if (horse->child != NULL) {
return true;
} else {
return false;
}
}
u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 mountSide) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x003C7880)) {
player->rideActor = horse;
player->mountSide = mountSide;
return true;
}
return false;
}
s32 Actor_NotMounted(GlobalContext* globalCtx, Actor* horse) {
if (horse->child == NULL) {
return true;
} else {
return false;
}
}
void func_8002F698(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
Player* player = GET_PLAYER(globalCtx);
player->unk_8A0 = arg6;
player->unk_8A1 = arg5;
player->unk_8A2 = arg3;
player->unk_8A4 = arg2;
player->unk_8A8 = arg4;
}
void func_8002F6D4(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
func_8002F698(globalCtx, actor, arg2, arg3, arg4, 2, arg5);
}
void func_8002F71C(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_8002F6D4(globalCtx, actor, arg2, arg3, arg4, 0);
}
void func_8002F758(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
func_8002F698(globalCtx, actor, arg2, arg3, arg4, 1, arg5);
}
void func_8002F7A0(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_8002F758(globalCtx, actor, arg2, arg3, arg4, 0);
}
void func_8002F7DC(Actor* actor, u16 sfxId) {
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
void Audio_PlayActorSound2(Actor* actor, u16 sfxId) {
func_80078914(&actor->projectedPos, sfxId);
}
void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
s32 sfxId;
if (actor->bgCheckFlags & 0x20) {
if (actor->yDistToWater < 20.0f) {
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
} else {
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
}
} else {
sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, actor->floorPoly, actor->floorBgId);
}
func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
func_80078914(&actor->projectedPos, sfxId + SFX_FLAG);
}
void func_8002F8F0(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
actor->flags |= ACTOR_FLAG_19;
actor->flags &= ~(ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
}
void func_8002F91C(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
actor->flags |= ACTOR_FLAG_20;
actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
}
void func_8002F948(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
actor->flags |= ACTOR_FLAG_21;
actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_28);
}
void func_8002F974(Actor* actor, u16 sfxId) {
actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
actor->sfx = sfxId;
}
void func_8002F994(Actor* actor, s32 arg1) {
actor->flags |= ACTOR_FLAG_28;
actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21);
if (arg1 < 40) {
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
} else if (arg1 < 100) {
actor->sfx = NA_SE_PL_WALK_CONCRETE - SFX_FLAG;
} else {
actor->sfx = NA_SE_PL_WALK_SAND - SFX_FLAG;
}
}
// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
if (func_80041D4C(&globalCtx->colCtx, poly, bgId) == 8) {
globalCtx->roomCtx.unk_74[0] = 1;
CollisionCheck_BlueBlood(globalCtx, NULL, pos);
Audio_PlayActorSound2(actor, NA_SE_IT_WALL_HIT_BUYO);
return true;
}
return false;
}
// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
LightInfo D_8015BC00;
LightNode* D_8015BC10;
s32 D_8015BC14;
f32 D_8015BC18;
void func_8002FA60(GlobalContext* globalCtx) {
Vec3f lightPos;
if (gSaveContext.fw.set) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0x28;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = gSaveContext.fw.pos.x;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y = gSaveContext.fw.pos.y;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z = gSaveContext.fw.pos.z;
gSaveContext.respawn[RESPAWN_MODE_TOP].yaw = gSaveContext.fw.yaw;
gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = gSaveContext.fw.playerParams;
gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex = gSaveContext.fw.entranceIndex;
gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex = gSaveContext.fw.roomIndex;
gSaveContext.respawn[RESPAWN_MODE_TOP].tempSwchFlags = gSaveContext.fw.tempSwchFlags;
gSaveContext.respawn[RESPAWN_MODE_TOP].tempCollectFlags = gSaveContext.fw.tempCollectFlags;
} else {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = 0.0f;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y = 0.0f;
gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z = 0.0f;
}
lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f;
lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1);
D_8015BC10 = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &D_8015BC00);
D_8015BC14 = 0;
D_8015BC18 = 0.0f;
}
void Actor_DrawFaroresWindPointer(GlobalContext* globalCtx) {
s32 lightRadius = -1;
s32 params;
OPEN_DISPS(globalCtx->state.gfxCtx);
params = gSaveContext.respawn[RESPAWN_MODE_TOP].data;
if (params) {
f32 yOffset = LINK_IS_ADULT ? 80.0f : 60.0f;
f32 ratio = 1.0f;
s32 alpha = 255;
s32 temp = params - 40;
if (temp < 0) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = ++params;
ratio = ABS(params) * 0.025f;
D_8015BC14 = 60;
D_8015BC18 = 1.0f;
} else if (D_8015BC14) {
D_8015BC14--;
} else if (D_8015BC18 > 0.0f) {
static Vec3f effectVel = { 0.0f, -0.05f, 0.0f };
static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f };
static Color_RGBA8 effectPrimCol = { 255, 255, 255, 0 };
static Color_RGBA8 effectEnvCol = { 100, 200, 0, 0 };
Vec3f* curPos = &gSaveContext.respawn[RESPAWN_MODE_TOP].pos;
Vec3f* nextPos = &gSaveContext.respawn[RESPAWN_MODE_DOWN].pos;
f32 prevNum = D_8015BC18;
Vec3f dist;
f32 diff = Math_Vec3f_DistXYZAndStoreDiff(nextPos, curPos, &dist);
Vec3f effectPos;
f32 factor;
f32 length;
f32 dx;
f32 speed;
if (diff < 20.0f) {
D_8015BC18 = 0.0f;
Math_Vec3f_Copy(curPos, nextPos);
} else {
length = diff * (1.0f / D_8015BC18);
speed = 20.0f / length;
speed = CLAMP_MIN(speed, 0.05f);
Math_StepToF(&D_8015BC18, 0.0f, speed);
factor = (diff * (D_8015BC18 / prevNum)) / diff;
curPos->x = nextPos->x + (dist.x * factor);
curPos->y = nextPos->y + (dist.y * factor);
curPos->z = nextPos->z + (dist.z * factor);
length *= 0.5f;
dx = diff - length;
yOffset += sqrtf(SQ(length) - SQ(dx)) * 0.2f;
osSyncPrintf("-------- DISPLAY Y=%f\n", yOffset);
}
effectPos.x = curPos->x + Rand_CenteredFloat(6.0f);
effectPos.y = curPos->y + 80.0f + (6.0f * Rand_ZeroOne());
effectPos.z = curPos->z + Rand_CenteredFloat(6.0f);
EffectSsKiraKira_SpawnDispersed(globalCtx, &effectPos, &effectVel, &effectAccel, &effectPrimCol,
&effectEnvCol, 1000, 16);
if (D_8015BC18 == 0.0f) {
gSaveContext.respawn[RESPAWN_MODE_TOP] = gSaveContext.respawn[RESPAWN_MODE_DOWN];
gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = 0x06FF;
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 40;
}
gSaveContext.respawn[RESPAWN_MODE_TOP].pos = *curPos;
} else if (temp > 0) {
Vec3f* curPos = &gSaveContext.respawn[RESPAWN_MODE_TOP].pos;
f32 nextRatio = 1.0f - temp * 0.1f;
f32 curRatio = 1.0f - (f32)(temp - 1) * 0.1f;
Vec3f eye;
Vec3f dist;
f32 diff;
if (nextRatio > 0.0f) {
eye.x = globalCtx->view.eye.x;
eye.y = globalCtx->view.eye.y - yOffset;
eye.z = globalCtx->view.eye.z;
diff = Math_Vec3f_DistXYZAndStoreDiff(&eye, curPos, &dist);
diff = (diff * (nextRatio / curRatio)) / diff;
curPos->x = eye.x + (dist.x * diff);
curPos->y = eye.y + (dist.y * diff);
curPos->z = eye.z + (dist.z * diff);
gSaveContext.respawn[RESPAWN_MODE_TOP].pos = *curPos;
}
alpha = 255 - (temp * 30);
if (alpha < 0) {
gSaveContext.fw.set = 0;
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0;
alpha = 0;
} else {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = ++params;
}
ratio = 1.0f + ((f32)temp * 0.2); // required to match
}
lightRadius = 500.0f * ratio;
if ((globalCtx->csCtx.state == CS_STATE_IDLE) &&
(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
((void)0, gSaveContext.entranceIndex)) &&
(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex) == globalCtx->roomCtx.curRoom.num)) {
f32 scale = 0.025f * ratio;
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x19);
Matrix_Translate(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 200, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 255);
Matrix_RotateZ(((globalCtx->gameplayFrames * 1500) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
Matrix_RotateZ(~((globalCtx->gameplayFrames * 1200) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
}
Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_80030488(GlobalContext* globalCtx) {
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, D_8015BC10);
}
void func_800304B0(GlobalContext* globalCtx) {
if (globalCtx->actorCtx.unk_03 != 0) {
globalCtx->actorCtx.unk_03 = 0;
func_800876C8(globalCtx);
}
}
// Actor_InitContext
void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry) {
ActorOverlay* overlayEntry;
SavedSceneFlags* savedSceneFlags;
s32 i;
savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
memset(actorCtx, 0, sizeof(*actorCtx));
ActorOverlayTable_Init();
Matrix_MtxFCopy(&globalCtx->billboardMtxF, &gMtxFClear);
Matrix_MtxFCopy(&globalCtx->viewProjectionMtxF, &gMtxFClear);
overlayEntry = &gActorOverlayTable[0];
for (i = 0; i < ARRAY_COUNT(gActorOverlayTable); i++) {
overlayEntry->loadedRamAddr = NULL;
overlayEntry->numLoaded = 0;
overlayEntry++;
}
actorCtx->flags.chest = savedSceneFlags->chest;
actorCtx->flags.swch = savedSceneFlags->swch;
actorCtx->flags.clear = savedSceneFlags->clear;
actorCtx->flags.collect = savedSceneFlags->collect;
func_8002CDE4(globalCtx, &actorCtx->titleCtx);
actorCtx->absoluteSpace = NULL;
Actor_SpawnEntry(actorCtx, actorEntry, globalCtx);
func_8002C0C0(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, globalCtx);
func_8002FA60(globalCtx);
}
u32 D_80116068[] = {
0x100000C0, 0x100000C0, 0x00000000, 0x100004C0, 0x00000080, 0x300000C0,
0x10000080, 0x00000000, 0x300000C0, 0x100004C0, 0x00000000, 0x100000C0,
};
void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
Actor* refActor;
Actor* actor;
Player* player;
u32* sp80;
u32 unkFlag;
u32 unkCondition;
Actor* sp74;
ActorEntry* actorEntry;
s32 i;
player = GET_PLAYER(globalCtx);
if (0) {
// This ASSERT is optimized out but it exists due to its presence in rodata
ASSERT(gMaxActorId == ACTOR_ID_MAX);
}
sp74 = NULL;
unkFlag = 0;
if (globalCtx->numSetupActors != 0) {
actorEntry = &globalCtx->setupActorList[0];
for (i = 0; i < globalCtx->numSetupActors; i++) {
Actor_SpawnEntry(&globalCtx->actorCtx, actorEntry++, globalCtx);
}
globalCtx->numSetupActors = 0;
}
if (actorCtx->unk_02 != 0) {
actorCtx->unk_02--;
}
if (KREG(0) == -100) {
refActor = &GET_PLAYER(globalCtx)->actor;
KREG(0) = 0;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x,
refActor->world.pos.y + 100.0f, refActor->world.pos.z, 0, 0, 0, 1);
}
sp80 = &D_80116068[0];
if (player->stateFlags2 & 0x8000000) {
unkFlag = ACTOR_FLAG_25;
}
if ((player->stateFlags1 & 0x40) && ((player->actor.textId & 0xFF00) != 0x600)) {
sp74 = player->targetActor;
}
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++, sp80++) {
unkCondition = (*sp80 & player->stateFlags1);
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
if (actor->world.pos.y < -25000.0f) {
actor->world.pos.y = -25000.0f;
}
actor->sfx = 0;
if (actor->init != NULL) {
if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex))
{
Actor_SetObjectDependency(globalCtx, actor);
actor->init(actor, globalCtx);
actor->init = NULL;
}
actor = actor->next;
} else if (!Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
actor = actor->next;
} else if ((unkFlag && !(actor->flags & unkFlag)) ||
(!unkFlag && unkCondition && (sp74 != actor) && (actor != player->naviActor) &&
(actor != player->heldActor) && (&player->actor != actor->parent))) {
CollisionCheck_ResetDamage(&actor->colChkInfo);
actor = actor->next;
} else if (actor->update == NULL) {
if (!actor->isDrawn) {
actor = Actor_Delete(&globalCtx->actorCtx, actor, globalCtx);
} else {
Actor_Destroy(actor, globalCtx);
actor = actor->next;
}
} else {
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
actor->xzDistToPlayer = Actor_WorldDistXZToActor(actor, &player->actor);
actor->yDistToPlayer = Actor_HeightDiff(actor, &player->actor);
actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer);
actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor);
actor->flags &= ~ACTOR_FLAG_24;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) {
if (actor == player->unk_664) {
actor->isTargeted = true;
} else {
actor->isTargeted = false;
}
if ((actor->targetPriority != 0) && (player->unk_664 == NULL)) {
actor->targetPriority = 0;
}
Actor_SetObjectDependency(globalCtx, actor);
if (actor->colorFilterTimer != 0) {
actor->colorFilterTimer--;
}
actor->update(actor, globalCtx);
func_8003F8EC(globalCtx, &globalCtx->colCtx.dyna, actor);
}
CollisionCheck_ResetDamage(&actor->colChkInfo);
actor = actor->next;
}
}
if (i == ACTORCAT_BG) {
DynaPoly_Setup(globalCtx, &globalCtx->colCtx.dyna);
}
}
actor = player->unk_664;
if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL;
func_8008EDF0(player);
}
if ((actor == NULL) || (player->unk_66C < 5)) {
actor = NULL;
if (actorCtx->targetCtx.unk_4B != 0) {
actorCtx->targetCtx.unk_4B = 0;
func_80078884(NA_SE_SY_LOCK_OFF);
}
}
func_8002C7BC(&actorCtx->targetCtx, player, actor, globalCtx);
TitleCard_Update(globalCtx, &actorCtx->titleCtx);
DynaPoly_UpdateBgActorTransforms(globalCtx, &globalCtx->colCtx.dyna);
}
void Actor_FaultPrint(Actor* actor, char* command) {
ActorOverlay* overlayEntry;
char* name;
if ((actor == NULL) || (actor->overlayEntry == NULL)) {
FaultDrawer_SetCursor(48, 24);
FaultDrawer_Printf("ACTOR NAME is NULL");
}
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
osSyncPrintf("アクターの名前(%08x:%s)\n", actor, name); // "Actor name (%08x:%s)"
if (command != NULL) {
osSyncPrintf("コメント:%s\n", command); // "Command:%s"
}
FaultDrawer_SetCursor(48, 24);
FaultDrawer_Printf("ACTOR NAME %08x:%s", actor, name);
}
void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
FaultClient faultClient;
Lights* lights;
Fault_AddClient(&faultClient, Actor_FaultPrint, actor, "Actor_draw");
FrameInterpolation_RecordOpenChild(actor, 0);
OPEN_DISPS(globalCtx->state.gfxCtx);
lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & ACTOR_FLAG_22) ? NULL : &actor->world.pos);
Lights_Draw(lights, globalCtx->state.gfxCtx);
FrameInterpolation_RecordActorPosRotMatrix();
if (actor->flags & ACTOR_FLAG_12) {
Matrix_SetTranslateRotateYXZ(
actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x,
actor->world.pos.y + (f32)((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
actor->world.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot);
} else {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);
}
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
Actor_SetObjectDependency(globalCtx, actor);
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[actor->objBankIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, globalCtx->objectCtx.status[actor->objBankIndex].segment);
if (actor->colorFilterTimer != 0) {
Color_RGBA8 color = { 0, 0, 0, 255 };
if (actor->colorFilterParams & 0x8000) {
color.r = color.g = color.b = ((actor->colorFilterParams & 0x1F00) >> 5) | 7;
} else if (actor->colorFilterParams & 0x4000) {
color.r = ((actor->colorFilterParams & 0x1F00) >> 5) | 7;
} else {
color.b = ((actor->colorFilterParams & 0x1F00) >> 5) | 7;
}
if (actor->colorFilterParams & 0x2000) {
func_80026860(globalCtx, &color, actor->colorFilterTimer, actor->colorFilterParams & 0xFF);
} else {
func_80026400(globalCtx, &color, actor->colorFilterTimer, actor->colorFilterParams & 0xFF);
}
}
actor->draw(actor, globalCtx);
if (actor->colorFilterTimer != 0) {
if (actor->colorFilterParams & 0x2000) {
func_80026A6C(globalCtx);
} else {
func_80026608(globalCtx);
}
}
if (actor->shape.shadowDraw != NULL) {
actor->shape.shadowDraw(actor, lights, globalCtx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
FrameInterpolation_RecordCloseChild();
Fault_RemoveClient(&faultClient);
}
void func_80030ED8(Actor* actor) {
if (actor->flags & ACTOR_FLAG_19) {
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (actor->flags & ACTOR_FLAG_20) {
func_80078884(actor->sfx);
} else if (actor->flags & ACTOR_FLAG_21) {
func_800788CC(actor->sfx);
} else if (actor->flags & ACTOR_FLAG_28) {
func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
} else {
func_80078914(&actor->projectedPos, actor->sfx);
}
}
void func_80030FA8(GraphicsContext* gfxCtx) {
OPEN_DISPS(gfxCtx);
gDPLoadTextureBlock(POLY_XLU_DISP++, gLensOfTruthMaskTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0,
G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
s32 x = OTRGetRectDimensionFromLeftEdge(0) << 2;
s32 w = OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2;
float ratio = OTRGetAspectRatio();
gDPSetTileSize(POLY_XLU_DISP++, G_TX_RENDERTILE, 384, 224, 892, 732);
// TODO: Do correct math to fix it
gSPWideTextureRectangle(POLY_XLU_DISP++, x, 0, x + abs(x), 960, G_TX_RENDERTILE, 0, 0, 0, 0);
gSPWideTextureRectangle(POLY_XLU_DISP++, 0, 0, w, 960, G_TX_RENDERTILE, 2240, 1600, 576, 597);
gDPPipeSync(POLY_XLU_DISP++);
CLOSE_DISPS(gfxCtx);
}
void func_8003115C(GlobalContext* globalCtx, s32 numInvisibleActors, Actor** invisibleActors) {
Actor** invisibleActor;
GraphicsContext* gfxCtx;
s32 i;
gfxCtx = globalCtx->state.gfxCtx;
OPEN_DISPS(gfxCtx);
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ START", 0); // "Magic lens START"
gDPPipeSync(POLY_XLU_DISP++);
if (globalCtx->roomCtx.curRoom.showInvisActors == 0) {
gDPSetOtherMode(POLY_XLU_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_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | Z_UPD | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetCombineMode(POLY_XLU_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 0, 255);
} else {
gDPSetOtherMode(POLY_XLU_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_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA) |
GBL_c2(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA));
gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0,
PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 74, 74, 74, 74);
}
gDPSetPrimDepth(POLY_XLU_DISP++, 0, 0);
func_80030FA8(gfxCtx);
// "Magic lens invisible Actor display START"
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないc表示 START", numInvisibleActors);
invisibleActor = &invisibleActors[0];
for (i = 0; i < numInvisibleActors; i++) {
// "Magic lens invisible Actor display"
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないc表示", i);
Actor_Draw(globalCtx, *(invisibleActor++));
}
// "Magic lens invisible Actor display END"
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないc表示 END", numInvisibleActors);
if (globalCtx->roomCtx.curRoom.showInvisActors != 0) {
gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 0); // "Blue spectacles (exterior)"
gDPPipeSync(POLY_XLU_DISP++);
gDPSetOtherMode(POLY_XLU_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_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetCombineMode(POLY_XLU_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 0, 255);
func_80030FA8(gfxCtx);
gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 1); // "Blue spectacles (exterior)"
}
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ END", 0); // "Magic lens END"
CLOSE_DISPS(gfxCtx);
}
s32 func_800314B0(GlobalContext* globalCtx, Actor* actor) {
return func_800314D4(globalCtx, actor, &actor->projectedPos, actor->projectedW);
}
s32 func_800314D4(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3) {
f32 var;
if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
return true;
}
if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
var = (arg3 < 1.0f) ? 1.0f : 1.0f / arg3;
if ((((fabsf(arg2->x) - actor->uncullZoneScale) * var) < 2.0f) &&
(((arg2->y + actor->uncullZoneDownward) * var) > -2.0f) &&
(((arg2->y - actor->uncullZoneScale) * var) < 2.0f)) {
return true;
}
}
return false;
}
void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
s32 invisibleActorCounter;
Actor* invisibleActors[INVISIBLE_ACTOR_MAX];
ActorListEntry* actorListEntry;
Actor* actor;
s32 i;
invisibleActorCounter = 0;
OPEN_DISPS(globalCtx->state.gfxCtx);
actorListEntry = &actorCtx->actorLists[0];
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++, actorListEntry++) {
actor = actorListEntry->head;
while (actor != NULL) {
ActorOverlay* overlayEntry = actor->overlayEntry;
char* actorName = overlayEntry->name != NULL ? overlayEntry->name : "";
gDPNoOpString(POLY_OPA_DISP++, actorName, i);
gDPNoOpString(POLY_XLU_DISP++, actorName, i);
HREG(66) = i;
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(68) == 0)) {
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos,
&actor->projectedW);
}
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) {
if (actor->sfx != 0) {
func_80030ED8(actor);
}
}
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) {
if (func_800314B0(globalCtx, actor)) {
actor->flags |= ACTOR_FLAG_6;
} else {
actor->flags &= ~ACTOR_FLAG_6;
}
}
actor->isDrawn = false;
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
if ((actor->flags & ACTOR_FLAG_7) &&
((globalCtx->roomCtx.curRoom.showInvisActors == 0) || (globalCtx->actorCtx.unk_03 != 0) ||
(actor->room != globalCtx->roomCtx.curRoom.num))) {
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX);
invisibleActors[invisibleActorCounter] = actor;
invisibleActorCounter++;
} else {
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(72) == 0)) {
Actor_Draw(globalCtx, actor);
actor->isDrawn = true;
}
}
}
}
actor = actor->next;
}
}
if ((HREG(64) != 1) || (HREG(73) != 0)) {
Effect_DrawAll(globalCtx->state.gfxCtx);
}
if ((HREG(64) != 1) || (HREG(74) != 0)) {
EffectSs_DrawAll(globalCtx);
}
if ((HREG(64) != 1) || (HREG(72) != 0)) {
if (globalCtx->actorCtx.unk_03 != 0) {
func_8003115C(globalCtx, invisibleActorCounter, invisibleActors);
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx)) {
func_800304B0(globalCtx);
}
}
}
Actor_DrawFaroresWindPointer(globalCtx);
if (IREG(32) == 0) {
Lights_DrawGlow(globalCtx);
}
if ((HREG(64) != 1) || (HREG(75) != 0)) {
TitleCard_Draw(globalCtx, &actorCtx->titleCtx);
}
if ((HREG(64) != 1) || (HREG(76) != 0)) {
CollisionCheck_DrawCollision(globalCtx, &globalCtx->colChkCtx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_80031A28(GlobalContext* globalCtx, ActorContext* actorCtx) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
if (!Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
}
actor = actor->next;
}
}
}
u8 sEnemyActorCategories[] = { ACTORCAT_ENEMY, ACTORCAT_BOSS };
void Actor_FreezeAllEnemies(GlobalContext* globalCtx, ActorContext* actorCtx, s32 duration) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(sEnemyActorCategories); i++) {
actor = actorCtx->actorLists[sEnemyActorCategories[i]].head;
while (actor != NULL) {
actor->freezeTimer = duration;
actor = actor->next;
}
}
}
void func_80031B14(GlobalContext* globalCtx, ActorContext* actorCtx) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
if ((actor->room >= 0) && (actor->room != globalCtx->roomCtx.curRoom.num) &&
(actor->room != globalCtx->roomCtx.prevRoom.num)) {
if (!actor->isDrawn) {
actor = Actor_Delete(actorCtx, actor, globalCtx);
} else {
Actor_Kill(actor);
Actor_Destroy(actor, globalCtx);
actor = actor->next;
}
} else {
actor = actor->next;
}
}
}
CollisionCheck_ClearContext(globalCtx, &globalCtx->colChkCtx);
actorCtx->flags.tempClear = 0;
actorCtx->flags.tempSwch &= 0xFFFFFF;
globalCtx->msgCtx.unk_E3F4 = 0;
}
// Actor_CleanupContext
void func_80031C3C(ActorContext* actorCtx, GlobalContext* globalCtx) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
Actor_Delete(actorCtx, actor, globalCtx);
actor = actorCtx->actorLists[i].head;
}
}
if (HREG(20) != 0) {
osSyncPrintf("絶対魔法領域解放\n"); // "Absolute magic field deallocation"
}
if (actorCtx->absoluteSpace != NULL) {
ZELDA_ARENA_FREE_DEBUG(actorCtx->absoluteSpace);
actorCtx->absoluteSpace = NULL;
}
Gameplay_SaveSceneFlags(globalCtx);
func_80030488(globalCtx);
ActorOverlayTable_Cleanup();
}
/**
* Adds a given actor instance at the front of the actor list of the specified category.
* Also sets the actor instance as being of that category.
*/
void Actor_AddToCategory(ActorContext* actorCtx, Actor* actorToAdd, u8 actorCategory) {
Actor* prevHead;
actorToAdd->category = actorCategory;
actorCtx->total++;
actorCtx->actorLists[actorCategory].length++;
prevHead = actorCtx->actorLists[actorCategory].head;
if (prevHead != NULL) {
prevHead->prev = actorToAdd;
}
actorCtx->actorLists[actorCategory].head = actorToAdd;
actorToAdd->next = prevHead;
}
/**
* Removes a given actor instance from its actor list.
* Also sets the temp clear flag of the current room if the actor removed was the last enemy loaded.
*/
Actor* Actor_RemoveFromCategory(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actorToRemove) {
Actor* newHead;
actorCtx->total--;
actorCtx->actorLists[actorToRemove->category].length--;
if (actorToRemove->prev != NULL) {
actorToRemove->prev->next = actorToRemove->next;
} else {
actorCtx->actorLists[actorToRemove->category].head = actorToRemove->next;
}
newHead = actorToRemove->next;
if (newHead != NULL) {
newHead->prev = actorToRemove->prev;
}
actorToRemove->next = NULL;
actorToRemove->prev = NULL;
if ((actorToRemove->room == globalCtx->roomCtx.curRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
(actorCtx->actorLists[ACTORCAT_ENEMY].length == 0)) {
Flags_SetTempClear(globalCtx, globalCtx->roomCtx.curRoom.num);
}
return newHead;
}
void Actor_FreeOverlay(ActorOverlay* actorOverlay) {
osSyncPrintf(VT_FGCOL(CYAN));
if (actorOverlay->numLoaded == 0) {
if (actorOverlay->initInfo->reset != NULL) {
actorOverlay->initInfo->reset();
}
if (HREG(20) != 0) {
osSyncPrintf("アクタークライアントが0になりました\n"); // "Actor client is now 0"
}
if (actorOverlay->loadedRamAddr != NULL) {
if (actorOverlay->allocType & ALLOCTYPE_PERMANENT) {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイ解放しません\n"); // "Overlay will not be deallocated"
}
} else if (actorOverlay->allocType & ALLOCTYPE_ABSOLUTE) {
if (HREG(20) != 0) {
// "Absolute magic field reserved, so deallocation will not occur"
osSyncPrintf("絶対魔法領域確保なので解放しません\n");
}
actorOverlay->loadedRamAddr = NULL;
} else {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイ解放します\n"); // "Overlay deallocated"
}
ZELDA_ARENA_FREE_DEBUG(actorOverlay->loadedRamAddr);
actorOverlay->loadedRamAddr = NULL;
}
}
} else if (HREG(20) != 0) {
// "%d of actor client remains"
osSyncPrintf("アクタークライアントはあと %d 残っています\n", actorOverlay->numLoaded);
}
osSyncPrintf(VT_RST);
}
int gMapLoading = 0;
Actor* Actor_Spawn(ActorContext* actorCtx, GlobalContext* globalCtx, s16 actorId, f32 posX, f32 posY, f32 posZ,
s16 rotX, s16 rotY, s16 rotZ, s16 params) {
s32 pad;
Actor* actor;
ActorInit* actorInit;
s32 objBankIndex;
ActorOverlay* overlayEntry;
u32 temp;
char* name;
u32 overlaySize;
overlayEntry = &gActorOverlayTable[actorId];
ASSERT(actorId < ACTOR_ID_MAX);
name = overlayEntry->name != NULL ? overlayEntry->name : "";
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (HREG(20) != 0) {
// "Actor class addition [%d:%s]"
osSyncPrintf("アクタークラス追加 [%d:%s]\n", actorId, name);
}
if (actorCtx->total > ACTOR_NUMBER_MAX) {
// " set number exceeded"
osSyncPrintf(VT_COL(YELLOW, BLACK) "Actorセット数オーバー\n" VT_RST);
return NULL;
}
if (overlayEntry->vramStart == 0) {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイではありません\n"); // "Not an overlay"
}
actorInit = overlayEntry->initInfo;
} else {
if (overlayEntry->loadedRamAddr != NULL) {
if (HREG(20) != 0) {
osSyncPrintf("既にロードされています\n"); // "Already loaded"
}
} else {
if (overlayEntry->allocType & ALLOCTYPE_ABSOLUTE) {
ASSERT(overlaySize <= AM_FIELD_SIZE);
if (actorCtx->absoluteSpace == NULL) {
// "AMF: absolute magic field"
actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_RDEBUG(AM_FIELD_SIZE);
if (HREG(20) != 0) {
// "Absolute magic field reservation - %d bytes reserved"
osSyncPrintf("絶対魔法領域確保 %d バイト確保\n", AM_FIELD_SIZE);
}
}
overlayEntry->loadedRamAddr = actorCtx->absoluteSpace;
} else if (overlayEntry->allocType & ALLOCTYPE_PERMANENT) {
overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_RDEBUG(overlaySize);
} else {
overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_DEBUG(overlaySize);
}
if (overlayEntry->loadedRamAddr == NULL) {
// "Cannot reserve actor program memory"
osSyncPrintf(VT_COL(RED, WHITE) "Actorプログラムメモリが確保できません\n" VT_RST);
return NULL;
}
Overlay_Load(overlayEntry->vromStart, overlayEntry->vromEnd, overlayEntry->vramStart, overlayEntry->vramEnd,
overlayEntry->loadedRamAddr);
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s\n", overlayEntry->vramStart,
overlayEntry->vramEnd, overlayEntry->loadedRamAddr,
(uintptr_t)overlayEntry->loadedRamAddr + (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart,
(uintptr_t)overlayEntry->vramStart - (uintptr_t)overlayEntry->loadedRamAddr, name);
osSyncPrintf(VT_RST);
overlayEntry->numLoaded = 0;
}
actorInit = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
? (void*)((uintptr_t)overlayEntry->initInfo -
((intptr_t)overlayEntry->vramStart - (intptr_t)overlayEntry->loadedRamAddr))
: NULL);
}
objBankIndex = Object_GetIndex(&globalCtx->objectCtx, actorInit->objectId);
if (objBankIndex < 0 && !gMapLoading)
objBankIndex = 0;
if ((objBankIndex < 0) ||
((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num))) {
// "No data bank!! <data bank%d> (profilep->bank=%d)"
osSyncPrintf(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST,
objBankIndex, actorInit->objectId);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
actor = ZELDA_ARENA_MALLOC_DEBUG(actorInit->instanceSize);
if (actor == NULL) {
// "Actor class cannot be reserved! %s <size%d bytes>"
osSyncPrintf(VT_COL(RED, WHITE) "Actorクラス確保できません! %s <サイズ=%dバイト>\n", VT_RST, name,
actorInit->instanceSize);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
ASSERT(overlayEntry->numLoaded < 255);
overlayEntry->numLoaded++;
if (HREG(20) != 0) {
// "Actor client No. %d"
osSyncPrintf("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded);
}
memset((u8*)actor, 0, actorInit->instanceSize);
actor->overlayEntry = overlayEntry;
actor->id = actorInit->id;
actor->flags = actorInit->flags;
if (actorInit->id == ACTOR_EN_PART) {
actor->objBankIndex = rotZ;
rotZ = 0;
} else {
actor->objBankIndex = objBankIndex;
}
actor->init = actorInit->init;
actor->destroy = actorInit->destroy;
actor->update = actorInit->update;
actor->draw = actorInit->draw;
actor->room = globalCtx->roomCtx.curRoom.num;
actor->home.pos.x = posX;
actor->home.pos.y = posY;
actor->home.pos.z = posZ;
actor->home.rot.x = rotX;
actor->home.rot.y = rotY;
actor->home.rot.z = rotZ;
actor->params = params;
Actor_AddToCategory(actorCtx, actor, actorInit->category);
temp = gSegments[6];
Actor_Init(actor, globalCtx);
gSegments[6] = temp;
return actor;
}
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, GlobalContext* globalCtx, s16 actorId, f32 posX,
f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
Actor* spawnedActor = Actor_Spawn(actorCtx, globalCtx, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
if (spawnedActor == NULL) {
return NULL;
}
parent->child = spawnedActor;
spawnedActor->parent = parent;
if (spawnedActor->room >= 0) {
spawnedActor->room = parent->room;
}
return spawnedActor;
}
void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actorCtx) {
TransitionActorEntry* transitionActor;
u8 numActors;
s32 i;
transitionActor = globalCtx->transiActorCtx.list;
numActors = globalCtx->transiActorCtx.numActors;
for (i = 0; i < numActors; i++) {
if (transitionActor->id >= 0) {
if (((transitionActor->sides[0].room >= 0) &&
((transitionActor->sides[0].room == globalCtx->roomCtx.curRoom.num) ||
(transitionActor->sides[0].room == globalCtx->roomCtx.prevRoom.num))) ||
((transitionActor->sides[1].room >= 0) &&
((transitionActor->sides[1].room == globalCtx->roomCtx.curRoom.num) ||
(transitionActor->sides[1].room == globalCtx->roomCtx.prevRoom.num)))) {
Actor_Spawn(actorCtx, globalCtx, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x,
transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0,
(i << 0xA) + transitionActor->params);
transitionActor->id = -transitionActor->id;
numActors = globalCtx->transiActorCtx.numActors;
}
}
transitionActor++;
}
}
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, GlobalContext* globalCtx) {
gMapLoading = 1;
Actor* ret = Actor_Spawn(actorCtx, globalCtx, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params);
gMapLoading = 0;
return ret;
}
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalCtx) {
char* name;
Player* player;
Actor* newHead;
ActorOverlay* overlayEntry;
player = GET_PLAYER(globalCtx);
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
if (HREG(20) != 0) {
osSyncPrintf("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]"
}
if ((player != NULL) && (actor == player->unk_664)) {
func_8008EDF0(player);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
}
if (actor == actorCtx->targetCtx.arrowPointedActor) {
actorCtx->targetCtx.arrowPointedActor = NULL;
}
if (actor == actorCtx->targetCtx.unk_8C) {
actorCtx->targetCtx.unk_8C = NULL;
}
if (actor == actorCtx->targetCtx.bgmEnemy) {
actorCtx->targetCtx.bgmEnemy = NULL;
}
Audio_StopSfxByPos(&actor->projectedPos);
Actor_Destroy(actor, globalCtx);
newHead = Actor_RemoveFromCategory(globalCtx, actorCtx, actor);
ZELDA_ARENA_FREE_DEBUG(actor);
/* if (overlayEntry->vramStart == 0) {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイではありません\n"); // "Not an overlay"
}
} else { */
//ASSERT(overlayEntry->loadedRamAddr != NULL, "actor_dlftbl->allocp != NULL");
//ASSERT(overlayEntry->numLoaded > 0, "actor_dlftbl->clients > 0");
overlayEntry->numLoaded--;
Actor_FreeOverlay(overlayEntry);
//}
return newHead;
}
s32 func_80032880(GlobalContext* globalCtx, Actor* actor) {
s16 sp1E;
s16 sp1C;
Actor_GetScreenPos(globalCtx, actor, &sp1E, &sp1C);
return (sp1E > -20) && (sp1E < 340) && (sp1C > -160) && (sp1C < 400);
}
Actor* D_8015BBE8;
Actor* D_8015BBEC;
f32 D_8015BBF0;
f32 sbgmEnemyDistSq;
s32 D_8015BBF8;
s16 D_8015BBFC;
void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* player, u32 actorCategory) {
f32 var;
Actor* actor;
Actor* sp84;
CollisionPoly* sp80;
s32 sp7C;
Vec3f sp70;
actor = actorCtx->actorLists[actorCategory].head;
sp84 = player->unk_664;
while (actor != NULL) {
if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
// This block below is for determining the closest actor to player in determining the volume
// used while playing enemy bgm music
if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) &&
(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
sbgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
if (actor != sp84) {
var = func_8002EFC0(actor, player, D_8015BBFC);
if ((var < D_8015BBF0) && func_8002F090(actor, var) && func_80032880(globalCtx, actor) &&
(!BgCheck_CameraLineTest1(&globalCtx->colCtx, &player->actor.focus.pos, &actor->focus.pos, &sp70,
&sp80, 1, 1, 1, 1, &sp7C) ||
SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, sp80, sp7C))) {
if (actor->targetPriority != 0) {
if (actor->targetPriority < D_8015BBF8) {
D_8015BBEC = actor;
D_8015BBF8 = actor->targetPriority;
}
} else {
D_8015BBE8 = actor;
D_8015BBF0 = var;
}
}
}
}
actor = actor->next;
}
}
u8 D_801160A0[] = {
ACTORCAT_BOSS, ACTORCAT_ENEMY, ACTORCAT_BG, ACTORCAT_EXPLOSIVE, ACTORCAT_NPC, ACTORCAT_ITEMACTION,
ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH,
};
Actor* func_80032AF0(GlobalContext* globalCtx, ActorContext* actorCtx, Actor** actorPtr, Player* player) {
s32 i;
u8* entry;
D_8015BBE8 = D_8015BBEC = NULL;
D_8015BBF0 = sbgmEnemyDistSq = FLT_MAX;
D_8015BBF8 = 0x7FFFFFFF;
if (!Player_InCsMode(globalCtx)) {
entry = &D_801160A0[0];
actorCtx->targetCtx.bgmEnemy = NULL;
D_8015BBFC = player->actor.shape.rot.y;
for (i = 0; i < 3; i++) {
func_800328D4(globalCtx, actorCtx, player, *entry);
entry++;
}
if (D_8015BBE8 == NULL) {
for (; i < ARRAY_COUNT(D_801160A0); i++) {
func_800328D4(globalCtx, actorCtx, player, *entry);
entry++;
}
}
}
if (D_8015BBE8 == 0) {
*actorPtr = D_8015BBEC;
} else {
*actorPtr = D_8015BBE8;
}
return *actorPtr;
}
/**
* Finds the first actor instance of a specified ID and category if there is one.
*/
Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory) {
Actor* actor = actorCtx->actorLists[actorCategory].head;
while (actor != NULL) {
if (actorId == actor->id) {
return actor;
}
actor = actor->next;
}
return NULL;
}
/**
* Play the death sound effect and flash the screen white for 4 frames.
* While the screen flashes, the game freezes.
*/
void Enemy_StartFinishingBlow(GlobalContext* globalCtx, Actor* actor) {
globalCtx->actorCtx.freezeFlashTimer = 5;
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
}
s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
}
if ((arg0[1] - arg3) > 0) {
arg0[0] = 0;
} else if (((arg0[1] - arg3) > -2) || (arg0[1] < 2)) {
arg0[0] = 1;
} else {
arg0[0] = 2;
}
return arg0[0];
}
s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
arg0[0]++;
if ((arg0[0] % 3) == 0) {
arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
}
}
return arg0[0];
}
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, GlobalContext* globalCtx) {
u32 matricesSize;
u32 dListsSize;
u32 objectIdsSize;
matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
bodyBreak->matrices = ZELDA_ARENA_MALLOC_DEBUG(matricesSize);
if (bodyBreak->matrices != NULL) {
dListsSize = (count + 1) * sizeof(*bodyBreak->dLists);
bodyBreak->dLists = ZELDA_ARENA_MALLOC_DEBUG(dListsSize);
if (bodyBreak->dLists != NULL) {
objectIdsSize = (count + 1) * sizeof(*bodyBreak->objectIds);
bodyBreak->objectIds = ZELDA_ARENA_MALLOC_DEBUG(objectIdsSize);
if (bodyBreak->objectIds != NULL) {
memset((u8*)bodyBreak->matrices,0, matricesSize);
memset((u8*)bodyBreak->dLists, 0, dListsSize);
memset((u8*)bodyBreak->objectIds, 0, objectIdsSize);
bodyBreak->val = 1;
return;
}
}
}
if (bodyBreak->matrices != NULL) {
ZELDA_ARENA_FREE_DEBUG(bodyBreak->matrices);
}
if (bodyBreak->dLists != NULL) {
ZELDA_ARENA_FREE_DEBUG(bodyBreak->dLists);
}
if (bodyBreak->objectIds != NULL) {
ZELDA_ARENA_FREE_DEBUG(bodyBreak->objectIds);
}
}
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectId) {
GlobalContext* globalCtx = Effect_GetGlobalCtx();
if ((globalCtx->actorCtx.freezeFlashTimer == 0) && (bodyBreak->val > 0)) {
if ((limbIndex >= minLimbIndex) && (limbIndex <= maxLimbIndex) && (*dList != NULL)) {
bodyBreak->dLists[bodyBreak->val] = *dList;
Matrix_Get(&bodyBreak->matrices[bodyBreak->val]);
bodyBreak->objectIds[bodyBreak->val] = objectId;
bodyBreak->val++;
}
if (limbIndex != bodyBreak->prevLimbIndex) {
bodyBreak->count++;
}
if ((u32)bodyBreak->count >= count) {
bodyBreak->count = bodyBreak->val - 1;
bodyBreak->val = BODYBREAK_STATUS_READY;
}
}
bodyBreak->prevLimbIndex = limbIndex;
}
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, GlobalContext* globalCtx, s16 type) {
EnPart* spawnedEnPart;
MtxF* mtx;
s16 objBankIndex;
if (bodyBreak->val != BODYBREAK_STATUS_READY) {
return false;
}
while (bodyBreak->count > 0) {
Matrix_Put(&bodyBreak->matrices[bodyBreak->count]);
Matrix_Scale(1.0f / actor->scale.x, 1.0f / actor->scale.y, 1.0f / actor->scale.z, MTXMODE_APPLY);
Matrix_Get(&bodyBreak->matrices[bodyBreak->count]);
if (1) {
if (bodyBreak->objectIds[bodyBreak->count] >= 0) {
objBankIndex = bodyBreak->objectIds[bodyBreak->count];
} else {
objBankIndex = actor->objBankIndex;
}
}
mtx = &bodyBreak->matrices[bodyBreak->count];
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, mtx->xw,
mtx->yw, mtx->zw, 0, 0, objBankIndex, type);
if (spawnedEnPart != NULL) {
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
spawnedEnPart->displayList = bodyBreak->dLists[bodyBreak->count];
spawnedEnPart->actor.scale = actor->scale;
}
bodyBreak->count--;
}
bodyBreak->val = BODYBREAK_STATUS_FINISHED;
ZELDA_ARENA_FREE_DEBUG(bodyBreak->matrices);
ZELDA_ARENA_FREE_DEBUG(bodyBreak->dLists);
ZELDA_ARENA_FREE_DEBUG(bodyBreak->objectIds);
return true;
}
void Actor_SpawnFloorDustRing(GlobalContext* globalCtx, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne,
f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting) {
Vec3f pos;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.3f, 0.0f };
f32 angle;
s32 i;
angle = (Rand_ZeroOne() - 0.5f) * (2.0f * 3.14f);
pos.y = actor->floorHeight;
accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f;
for (i = amountMinusOne; i >= 0; i--) {
pos.x = Math_SinF(angle) * radius + posXZ->x;
pos.z = Math_CosF(angle) * radius + posXZ->z;
accel.x = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
accel.z = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
if (scale == 0) {
func_8002857C(globalCtx, &pos, &velocity, &accel);
} else {
if (useLighting) {
func_800286CC(globalCtx, &pos, &velocity, &accel, scale, scaleStep);
} else {
func_8002865C(globalCtx, &pos, &velocity, &accel, scale, scaleStep);
}
}
angle += (2.0f * 3.14f) / (amountMinusOne + 1.0f);
}
}
void func_80033480(GlobalContext* globalCtx, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase,
s16 scaleStep, u8 arg6) {
Vec3f pos;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.3f, 0.0f };
s16 scale;
u32 var2;
s32 i;
for (i = amountMinusOne; i >= 0; i--) {
pos.x = posBase->x + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
pos.y = posBase->y + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
pos.z = posBase->z + ((Rand_ZeroOne() - 0.5f) * randRangeDiameter);
scale = (s16)((Rand_ZeroOne() * scaleBase) * 0.2f) + scaleBase;
var2 = arg6;
if (var2 != 0) {
func_800286CC(globalCtx, &pos, &velocity, &accel, scale, scaleStep);
} else {
func_8002865C(globalCtx, &pos, &velocity, &accel, scale, scaleStep);
}
}
}
Actor* Actor_GetCollidedExplosive(GlobalContext* globalCtx, Collider* collider) {
if ((collider->acFlags & AC_HIT) && (collider->ac->category == ACTORCAT_EXPLOSIVE)) {
collider->acFlags &= ~AC_HIT;
return collider->ac;
}
return NULL;
}
Actor* func_80033684(GlobalContext* globalCtx, Actor* explosiveActor) {
Actor* actor = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
while (actor != NULL) {
if ((actor == explosiveActor) || (actor->params != 1)) {
actor = actor->next;
} else {
if (Actor_WorldDistXYZToActor(explosiveActor, actor) <= (actor->shape.rot.z * 10) + 80.0f) {
return actor;
} else {
actor = actor->next;
}
}
}
return NULL;
}
/**
* Dynamically changes the category of a given actor instance.
* This is done by moving it to the corresponding category list and setting its category variable accordingly.
*/
void Actor_ChangeCategory(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory) {
Actor_RemoveFromCategory(globalCtx, actorCtx, actor);
Actor_AddToCategory(actorCtx, actor, actorCategory);
}
/**
* Checks if a hookshot or arrow actor is going to collide with the cylinder denoted by the
* actor's `cylRadius` and `cylHeight`.
* The check is only peformed if the projectile actor is within the provided sphere radius.
*
* Returns the actor if there will be collision, NULL otherwise.
*/
Actor* Actor_GetProjectileActor(GlobalContext* globalCtx, Actor* refActor, f32 radius) {
Actor* actor;
Vec3f spA8;
f32 deltaX;
f32 deltaY;
f32 deltaZ;
Vec3f sp90;
Vec3f sp84;
actor = globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head;
while (actor != NULL) {
if (((actor->id != ACTOR_ARMS_HOOK) && (actor->id != ACTOR_EN_ARROW)) || (actor == refActor)) {
actor = actor->next;
} else {
//! @bug The projectile actor gets unsafely casted to a hookshot to check its timer, even though
// it can also be an arrow.
// Luckily, the field at the same offset in the arrow actor is the x component of a vector
// which will rarely ever be 0. So it's very unlikely for this bug to cause an issue.
if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||
(((ArmsHook*)actor)->timer == 0)) {
actor = actor->next;
} else {
deltaX = Math_SinS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
deltaY = actor->velocity.y + (actor->gravity * 10.0f);
deltaZ = Math_CosS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
spA8.x = actor->world.pos.x + deltaX;
spA8.y = actor->world.pos.y + deltaY;
spA8.z = actor->world.pos.z + deltaZ;
if (CollisionCheck_CylSideVsLineSeg(refActor->colChkInfo.cylRadius, refActor->colChkInfo.cylHeight,
0.0f, &refActor->world.pos, &actor->world.pos, &spA8, &sp90,
&sp84)) {
return actor;
} else {
actor = actor->next;
}
}
}
}
return NULL;
}
/**
* Sets the actor's text id with a dynamic prefix based on the current scene.
*/
void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 baseTextId) {
s16 prefix;
switch (globalCtx->sceneNum) {
case SCENE_YDAN:
case SCENE_YDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_KOKIRI_HOME:
case SCENE_KOKIRI_HOME3:
case SCENE_KOKIRI_HOME4:
case SCENE_KOKIRI_HOME5:
case SCENE_KOKIRI_SHOP:
case SCENE_LINK_HOME:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT10:
case 112:
prefix = 0x1000;
break;
case SCENE_MALON_STABLE:
case SCENE_SPOT00:
case SCENE_SPOT20:
prefix = 0x2000;
break;
case SCENE_HIDAN:
case SCENE_DDAN_BOSS:
case SCENE_FIRE_BS:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
prefix = 0x3000;
break;
case SCENE_BDAN:
case SCENE_BDAN_BOSS:
case SCENE_SPOT03:
case SCENE_SPOT07:
case SCENE_SPOT08:
prefix = 0x4000;
break;
case SCENE_HAKADAN:
case SCENE_HAKADAN_BS:
case SCENE_KAKARIKO:
case SCENE_KAKARIKO3:
case SCENE_IMPA:
case SCENE_HUT:
case SCENE_HAKAANA:
case SCENE_HAKASITARELAY:
case SCENE_SPOT01:
case SCENE_SPOT02:
prefix = 0x5000;
break;
case SCENE_JYASINZOU:
case SCENE_JYASINBOSS:
case SCENE_LABO:
case SCENE_TENT:
case SCENE_SPOT06:
case SCENE_SPOT09:
case SCENE_SPOT11:
prefix = 0x6000;
break;
case SCENE_ENTRA:
case SCENE_MARKET_ALLEY:
case SCENE_MARKET_ALLEY_N:
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
case SCENE_SPOT15:
prefix = 0x7000;
break;
default:
prefix = 0x0000;
break;
}
actor->textId = prefix | baseTextId;
}
/**
* Checks if a given actor will be standing on the ground after being translated
* by the provided distance and angle.
*
* Returns true if the actor will be standing on ground.
*/
s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 distance, s16 angle) {
s16 ret;
s16 prevBgCheckFlags;
f32 dx;
f32 dz;
Vec3f prevActorPos;
Math_Vec3f_Copy(&prevActorPos, &actor->world.pos);
prevBgCheckFlags = actor->bgCheckFlags;
dx = Math_SinS(angle) * distance;
dz = Math_CosS(angle) * distance;
actor->world.pos.x += dx;
actor->world.pos.z += dz;
Actor_UpdateBgCheckInfo(globalCtx, actor, 0.0f, 0.0f, 0.0f, 4);
Math_Vec3f_Copy(&actor->world.pos, &prevActorPos);
ret = actor->bgCheckFlags & 1;
actor->bgCheckFlags = prevBgCheckFlags;
return ret;
}
/**
* Returns true if the player is targeting the provided actor
*/
s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor) {
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags1 & 0x10) && actor->isTargeted) {
return true;
} else {
return false;
}
}
/**
* Returns true if the player is targeting an actor other than the provided actor
*/
s32 Actor_OtherIsTargeted(GlobalContext* globalCtx, Actor* actor) {
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags1 & 0x10) && !actor->isTargeted) {
return true;
} else {
return false;
}
}
f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5) {
f32 ret = 0.0f;
if (arg4 <= Math_Vec3f_DistXYZ(arg0, arg1)) {
ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f);
ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f);
ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f);
} else if (arg5 < Math_Vec3f_DistXYZ(arg0, arg1)) {
ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f);
ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f);
ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f);
}
return ret;
}
void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx) {
MtxF sp60;
f32 var;
Vec3f sp50;
CollisionPoly* sp4C;
OPEN_DISPS(globalCtx->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
sp50.x = arg0->x;
sp50.y = arg0->y + 1.0f;
sp50.z = arg0->z;
var = BgCheck_EntityRaycastFloor2(globalCtx, &globalCtx->colCtx, &sp4C, &sp50);
if (sp4C != NULL) {
func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60);
Matrix_Put(&sp60);
} else {
Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
}
Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_80033DB8(GlobalContext* globalCtx, s16 arg1, s16 arg2) {
s16 var = Quake_Add(&globalCtx->mainCamera, 3);
Quake_SetSpeed(var, 20000);
Quake_SetQuakeValues(var, arg1, 0, 0, 0);
Quake_SetCountdown(var, arg2);
}
void func_80033E1C(GlobalContext* globalCtx, s16 arg1, s16 arg2, s16 arg3) {
s16 var = Quake_Add(&globalCtx->mainCamera, 3);
Quake_SetSpeed(var, arg3);
Quake_SetQuakeValues(var, arg1, 0, 0, 0);
Quake_SetCountdown(var, arg2);
}
void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
if (arg2 >= 5) {
func_800AA000(actor->xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
} else {
func_800AA000(actor->xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
}
func_80033DB8(globalCtx, arg2, arg3);
}
f32 Rand_ZeroFloat(f32 f) {
return Rand_ZeroOne() * f;
}
f32 Rand_CenteredFloat(f32 f) {
return (Rand_ZeroOne() - 0.5f) * f;
}
typedef struct {
/* 0x00 */ f32 chainAngle;
/* 0x04 */ f32 chainLength;
/* 0x08 */ f32 yShift;
/* 0x0C */ f32 chainsScale;
/* 0x10 */ f32 chainsRotZInit;
/* 0x14 */ Gfx* chainDL;
/* 0x18 */ Gfx* lockDL;
} DoorLockInfo; // size = 0x1C
static DoorLockInfo sDoorLocksInfo[] = {
/* DOORLOCK_NORMAL */ { 0.54f, 6000.0f, 5000.0f, 1.0f, 0.0f, gDoorChainsDL, gDoorLockDL },
/* DOORLOCK_BOSS */ { 0.644f, 12000.0f, 8000.0f, 1.0f, 0.0f, object_bdoor_DL_001530, object_bdoor_DL_001400 },
/* DOORLOCK_NORMAL_SPIRIT */ { 0.64000005f, 8500.0f, 8000.0f, 1.75f, 0.1f, gDoorChainsDL, gDoorLockDL },
};
/**
* Draws chains and lock of a locked door, of the specified `type` (see `DoorLockType`).
* `frame` can be 0 to 10, where 0 is "open" and 10 is "closed", the chains slide accordingly.
*/
void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) {
DoorLockInfo* entry;
s32 i;
MtxF baseMtxF;
f32 chainRotZ;
f32 chainsTranslateX;
f32 chainsTranslateY;
f32 rotZStep;
entry = &sDoorLocksInfo[type];
chainRotZ = entry->chainsRotZInit;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Translate(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY);
Matrix_Get(&baseMtxF);
chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength;
chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength;
for (i = 0; i < 4; i++) {
Matrix_Put(&baseMtxF);
Matrix_RotateZ(chainRotZ, MTXMODE_APPLY);
Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY);
if (entry->chainsScale != 1.0f) {
Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->chainDL);
if (i % 2) {
rotZStep = 2.0f * entry->chainAngle;
} else {
rotZStep = M_PI - (2.0f * entry->chainAngle);
}
chainRotZ += rotZStep;
}
Matrix_Put(&baseMtxF);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->lockDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_8003424C(GlobalContext* globalCtx, Vec3f* arg1) {
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, arg1);
}
void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration) {
if ((colorFlag == 0x8000) && !(colorIntensityMax & 0x8000)) {
Audio_PlayActorSound2(actor, NA_SE_EN_LIGHT_ARROW_HIT);
}
actor->colorFilterParams = colorFlag | xluFlag | ((colorIntensityMax & 0xF8) << 5) | duration;
actor->colorFilterTimer = duration;
}
Hilite* func_800342EC(Vec3f* object, GlobalContext* globalCtx) {
Vec3f lightDir;
lightDir.x = globalCtx->envCtx.dirLight1.params.dir.x;
lightDir.y = globalCtx->envCtx.dirLight1.params.dir.y;
lightDir.z = globalCtx->envCtx.dirLight1.params.dir.z;
return func_8002EABC(object, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
}
Hilite* func_8003435C(Vec3f* object, GlobalContext* globalCtx) {
Vec3f lightDir;
lightDir.x = globalCtx->envCtx.dirLight1.params.dir.x;
lightDir.y = globalCtx->envCtx.dirLight1.params.dir.y;
lightDir.z = globalCtx->envCtx.dirLight1.params.dir.z;
return func_8002EB44(object, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
}
s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 interactRange, callback1_800343CC unkFunc1,
callback2_800343CC unkFunc2) {
s16 x;
s16 y;
if (Actor_ProcessTalkRequest(actor, globalCtx)) {
*arg2 = 1;
return true;
}
if (*arg2 != 0) {
*arg2 = unkFunc2(globalCtx, actor);
return false;
}
Actor_GetScreenPos(globalCtx, actor, &x, &y);
if ((x < 0) || (x > SCREEN_WIDTH) || (y < 0) || (y > SCREEN_HEIGHT)) {
return false;
}
if (!func_8002F2CC(actor, globalCtx, interactRange)) {
return false;
}
actor->textId = unkFunc1(globalCtx, actor);
return false;
}
typedef struct {
/* 0x00 */ s16 unk_00;
/* 0x02 */ s16 unk_02;
/* 0x04 */ s16 unk_04;
/* 0x06 */ s16 unk_06;
/* 0x08 */ s16 unk_08;
/* 0x0A */ s16 unk_0A;
/* 0x0C */ u8 unk_0C;
} struct_80116130_0; // size = 0x10
typedef struct {
/* 0x00 */ struct_80116130_0 sub_00;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s16 unk_14;
} struct_80116130; // size = 0x18
static struct_80116130 D_80116130[] = {
{ { 0x2AA8, 0xF1C8, 0x18E2, 0x1554, 0x0000, 0x0000, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 1 }, 170.0f, 0x3FFC },
{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 1 }, 170.0f, 0x3FFC },
{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 1 }, 170.0f, 0x3FFC },
{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 1 }, 0.0f, 0x0000 },
{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
};
void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
u8 arg8) {
s16 sp46;
s16 sp44;
s16 temp2;
s16 sp40;
s16 temp1;
Vec3f sp30;
sp30.x = actor->world.pos.x;
sp30.y = actor->world.pos.y + arg1->unk_14;
sp30.z = actor->world.pos.z;
sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
temp1 = CLAMP(sp40, -arg2, arg2);
Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
sp40 -= arg1->unk_08.y;
temp1 = CLAMP(sp40, -arg5, arg5);
Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
if (arg8) {
Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
}
temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
temp2 = sp46 - arg1->unk_08.x;
temp1 = CLAMP(temp2, arg7, arg6);
Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
}
s16 func_800347E8(s16 arg0) {
return D_80116130[arg0].unk_14;
}
s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, s16 arg4) {
s32 pad;
s16 var;
s16 abs_var;
if (arg4 != 0) {
return arg4;
}
if (arg1->unk_00 != 0) {
return 4;
}
if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 1;
}
var = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
abs_var = ABS((s16)((f32)var - actor->shape.rot.y));
if (arg3 >= abs_var) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 2;
}
if (DECR(arg1->unk_04) != 0) {
return arg1->unk_02;
}
switch (arg1->unk_06) {
case 0:
case 2:
arg1->unk_04 = Rand_S16Offset(30, 30);
arg1->unk_06++;
return 1;
case 1:
arg1->unk_04 = Rand_S16Offset(10, 10);
arg1->unk_06++;
return 3;
}
return 4;
}
void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3) {
struct_80116130_0 sp38;
arg1->unk_02 = func_80034810(actor, arg1, D_80116130[arg2].unk_10, D_80116130[arg2].unk_14, arg3);
sp38 = D_80116130[arg2].sub_00;
switch (arg1->unk_02) {
case 1:
sp38.unk_00 = 0;
sp38.unk_04 = 0;
sp38.unk_02 = 0;
case 3:
sp38.unk_06 = 0;
sp38.unk_0A = 0;
sp38.unk_08 = 0;
case 2:
sp38.unk_0C = 0;
}
func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
sp38.unk_0C);
}
Gfx* func_80034B28(GraphicsContext* gfxCtx) {
Gfx* displayList;
displayList = Graph_Alloc(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(displayList);
return displayList;
}
Gfx* func_80034B54(GraphicsContext* gfxCtx) {
Gfx* displayListHead;
Gfx* displayList;
displayList = displayListHead = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA));
gSPEndDisplayList(displayListHead++);
return displayList;
}
void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, alpha);
gDPPipeSync(POLY_OPA_DISP++);
gSPSegment(POLY_OPA_DISP++, 0x0C, func_80034B28(globalCtx->state.gfxCtx));
POLY_OPA_DISP = SkelAnime_DrawFlex(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_OPA_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
gSPSegment(POLY_XLU_DISP++, 0x0C, func_80034B54(globalCtx->state.gfxCtx));
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_XLU_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(globalCtx);
f32 var;
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
} else {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
}
if (arg3 < var) {
actor->flags &= ~ACTOR_FLAG_0;
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
} else {
actor->flags |= ACTOR_FLAG_0;
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
}
return arg2;
}
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index) {
f32 frameCount;
animationInfo += index;
if (animationInfo->frameCount > 0.0f) {
frameCount = animationInfo->frameCount;
} else {
frameCount = Animation_GetLastFrame(animationInfo->animation);
}
Animation_Change(skelAnime, animationInfo->animation, animationInfo->playSpeed, animationInfo->startFrame,
frameCount, animationInfo->mode, animationInfo->morphFrames);
}
void func_80034F54(GlobalContext* globalCtx, s16* arg1, s16* arg2, s32 arg3) {
u32 frames = globalCtx->gameplayFrames;
s32 i;
for (i = 0; i < arg3; i++) {
arg1[i] = (0x814 + 50 * i) * frames;
arg2[i] = (0x940 + 50 * i) * frames;
}
}
void Actor_Noop(Actor* actor, GlobalContext* globalCtx) {
}
s32 func_80035124(Actor* actor, GlobalContext* globalCtx) {
s32 ret = 0;
switch (actor->params) {
case 0:
if (Actor_HasParent(actor, globalCtx)) {
actor->params = 1;
} else if (!(actor->bgCheckFlags & 1)) {
Actor_MoveForward(actor);
Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f);
} else if ((actor->bgCheckFlags & 2) && (actor->velocity.y < -4.0f)) {
ret = 1;
} else {
actor->shape.rot.x = actor->shape.rot.z = 0;
func_8002F580(actor, globalCtx);
}
break;
case 1:
if (Actor_HasNoParent(actor, globalCtx)) {
actor->params = 0;
}
break;
}
Actor_UpdateBgCheckInfo(globalCtx, actor, actor->colChkInfo.cylHeight, actor->colChkInfo.cylRadius,
actor->colChkInfo.cylRadius, 0x1D);
return ret;
}
u8 func_800353E8(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->unk_845;
}
/**
* Finds the first actor instance of a specified ID and category within a given range from
* an actor if there is one. If the ID provided is -1, this will look for any actor of the
* specified category rather than a specific ID.
*/
Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId, u8 actorCategory, f32 range) {
Actor* actor = globalCtx->actorCtx.actorLists[actorCategory].head;
while (actor != NULL) {
if (actor == refActor || ((actorId != -1) && (actorId != actor->id))) {
actor = actor->next;
} else {
if (Actor_WorldDistXYZToActor(refActor, actor) <= range) {
return actor;
} else {
actor = actor->next;
}
}
}
return NULL;
}
s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5) {
Player* player = GET_PLAYER(globalCtx);
s16 var1;
s16 var2;
var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y;
var2 = actor->yawTowardsPlayer - arg5;
if ((actor->xzDistToPlayer <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) {
return true;
} else {
return false;
}
}
void func_8003555C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
Color_RGBA8 color1;
Color_RGBA8 color2;
color1.r = 200;
color1.g = 160;
color1.b = 120;
color2.r = 130;
color2.g = 90;
color2.b = 50;
//! @bug color1 and color2 alpha components not set before being passed on
EffectSsKiraKira_SpawnSmall(globalCtx, pos, velocity, accel, &color1, &color2);
}
Vec3f D_80116268 = { 0.0f, -1.5f, 0.0f };
Vec3f D_80116274 = { 0.0f, -0.2f, 0.0f };
Gfx D_80116280[] = {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU |
FORCE_BL | GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetAlphaCompare(G_AC_THRESHOLD),
gsSPEndDisplayList(),
};
void func_800355B8(GlobalContext* globalCtx, Vec3f* pos) {
func_8003555C(globalCtx, pos, &D_80116268, &D_80116274);
}
u8 func_800355E4(GlobalContext* globalCtx, Collider* collider) {
Player* player = GET_PLAYER(globalCtx);
if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->swordAnimation == 0x16)) {
return true;
} else {
return false;
}
}
u8 Actor_ApplyDamage(Actor* actor) {
if (actor->colChkInfo.damage >= actor->colChkInfo.health) {
actor->colChkInfo.health = 0;
} else {
actor->colChkInfo.health -= actor->colChkInfo.damage;
}
return actor->colChkInfo.health;
}
void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag) {
if (colInfo->acHitInfo == NULL) {
actor->dropFlag = 0x00;
} else if (freezeFlag && (colInfo->acHitInfo->toucher.dmgFlags & 0x10060000)) {
actor->freezeTimer = colInfo->acHitInfo->toucher.damage;
actor->dropFlag = 0x00;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x0800) {
actor->dropFlag = 0x01;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x1000) {
actor->dropFlag = 0x02;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x4000) {
actor->dropFlag = 0x04;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x8000) {
actor->dropFlag = 0x08;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x10000) {
actor->dropFlag = 0x10;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x2000) {
actor->dropFlag = 0x20;
} else if (colInfo->acHitInfo->toucher.dmgFlags & 0x80000) {
if (freezeFlag) {
actor->freezeTimer = colInfo->acHitInfo->toucher.damage;
}
actor->dropFlag = 0x40;
} else {
actor->dropFlag = 0x00;
}
}
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
ColliderInfo* curColInfo;
s32 flag;
s32 i;
actor->dropFlag = 0x00;
for (i = jntSph->count - 1; i >= 0; i--) {
curColInfo = &jntSph->elements[i].info;
if (curColInfo->acHitInfo == NULL) {
flag = 0x00;
} else if (freezeFlag && (curColInfo->acHitInfo->toucher.dmgFlags & 0x10060000)) {
actor->freezeTimer = curColInfo->acHitInfo->toucher.damage;
flag = 0x00;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x0800) {
flag = 0x01;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x1000) {
flag = 0x02;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x4000) {
flag = 0x04;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x8000) {
flag = 0x08;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x10000) {
flag = 0x10;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x2000) {
flag = 0x20;
} else if (curColInfo->acHitInfo->toucher.dmgFlags & 0x80000) {
if (freezeFlag) {
actor->freezeTimer = curColInfo->acHitInfo->toucher.damage;
}
flag = 0x40;
} else {
flag = 0x00;
}
actor->dropFlag |= flag;
}
}
void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3) {
f32 dx = arg1->x - arg0->x;
f32 dz = arg1->z - arg0->z;
f32 dy = arg3 ? (arg1->y - arg0->y) : (arg0->y - arg1->y);
arg2->y = Math_Atan2S(dz, dx);
arg2->x = Math_Atan2S(sqrtf(SQ(dx) + SQ(dz)), dy);
}
/**
* Spawns En_Part (Dissipating Flames) actor as a child of the given actor.
*/
Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
GlobalContext* globalCtx, s16 params, s32 arg8) {
EnPart* spawnedEnPart;
spawnedEnPart =
(EnPart*)Actor_SpawnAsChild(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
if (spawnedEnPart != NULL) {
spawnedEnPart->actor.scale = actor->scale;
spawnedEnPart->actor.speedXZ = arg3[0];
spawnedEnPart->displayList = arg8;
spawnedEnPart->action = 2;
spawnedEnPart->timer = timer;
spawnedEnPart->rotZ = arg3[1];
spawnedEnPart->rotZSpeed = arg3[2];
return &spawnedEnPart->actor;
}
return NULL;
}
void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2) {
f32 sp44;
f32 sp40;
f32 sp3C;
f32 sp38;
f32 sp34;
f32 sp30;
f32 sp2C;
f32 sp28;
f32 sp24;
CollisionPoly* floorPoly;
s32 pad;
if (actor->floorPoly != NULL) {
floorPoly = actor->floorPoly;
sp44 = COLPOLY_GET_NORMAL(floorPoly->normal.x);
sp40 = COLPOLY_GET_NORMAL(floorPoly->normal.y);
sp3C = COLPOLY_GET_NORMAL(floorPoly->normal.z);
sp38 = Math_SinS(arg1);
sp34 = Math_CosS(arg1);
sp28 = (-(sp44 * sp38) - (sp3C * sp34));
arg2->x = -(s16)(Math_FAtan2F(sp28 * sp40, 1.0f) * (32768 / M_PI));
sp2C = Math_SinS(arg1 - 16375);
sp30 = Math_CosS(arg1 - 16375);
sp24 = (-(sp44 * sp2C) - (sp3C * sp30));
arg2->z = -(s16)(Math_FAtan2F(sp24 * sp40, 1.0f) * (32768 / M_PI));
}
}
void func_80035B18(GlobalContext* globalCtx, Actor* actor, u16 textId) {
Message_ContinueTextbox(globalCtx, textId);
actor->textId = textId;
}
/**
* Tests if event_chk_inf flag is set.
*/
s32 Flags_GetEventChkInf(s32 flag) {
return gSaveContext.eventChkInf[flag >> 4] & (1 << (flag & 0xF));
}
/**
* Sets event_chk_inf flag.
*/
void Flags_SetEventChkInf(s32 flag) {
gSaveContext.eventChkInf[flag >> 4] |= (1 << (flag & 0xF));
}
/**
* Tests if "inf_table flag is set.
*/
s32 Flags_GetInfTable(s32 flag) {
return gSaveContext.infTable[flag >> 4] & (1 << (flag & 0xF));
}
/**
* Sets "inf_table" flag.
*/
void Flags_SetInfTable(s32 flag) {
gSaveContext.infTable[flag >> 4] |= (1 << (flag & 0xF));
}
u32 func_80035BFC(GlobalContext* globalCtx, s16 arg1) {
u16 retTextId = 0;
switch (arg1) {
case 0:
if (Flags_GetEventChkInf(0x9)) {
if (Flags_GetInfTable(0x5)) {
retTextId = 0x1048;
} else {
retTextId = 0x1047;
}
} else {
if (Flags_GetEventChkInf(0x2)) {
if (Flags_GetInfTable(0x3)) {
retTextId = 0x1032;
} else {
retTextId = 0x1031;
}
} else {
if (Flags_GetInfTable(0x0)) {
if (Flags_GetInfTable(0x1)) {
retTextId = 0x1003;
} else {
retTextId = 0x1002;
}
} else {
retTextId = 0x1001;
}
}
}
break;
case 1:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
if (Flags_GetInfTable(0x10)) {
retTextId = 0x1046;
} else {
retTextId = 0x1045;
}
} else {
if (Flags_GetEventChkInf(0x3)) {
if (Flags_GetInfTable(0xE)) {
retTextId = 0x1034;
} else {
retTextId = 0x1033;
}
} else {
if (Flags_GetInfTable(0xC)) {
retTextId = 0x1030;
} else {
retTextId = 0x102F;
}
}
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
if (Flags_GetInfTable(0x19)) {
retTextId = 0x1071;
} else {
retTextId = 0x1070;
}
} else {
if (Flags_GetEventChkInf(0xB)) {
if (Flags_GetInfTable(0x17)) {
retTextId = 0x1068;
} else {
retTextId = 0x1067;
}
} else {
if (Flags_GetInfTable(0x15)) {
retTextId = 0x1061;
} else {
retTextId = 0x1060;
}
}
}
}
break;
case 2:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1042;
} else {
retTextId = 0x1004;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1072;
} else if (Flags_GetInfTable(0x41)) {
retTextId = 0x1055;
} else {
retTextId = 0x1056;
}
}
break;
case 3:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1043;
} else {
if (Flags_GetInfTable(0x1E)) {
retTextId = 0x1006;
} else {
retTextId = 0x1005;
}
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1073;
} else {
retTextId = 0x105A;
}
}
break;
case 4:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1042;
} else {
retTextId = 0x1007;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1072;
} else if (Flags_GetInfTable(0x47)) {
retTextId = 0x105E;
} else {
retTextId = 0x105D;
}
}
break;
case 5:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1044;
} else if (Flags_GetInfTable(0x22)) {
retTextId = 0x1009;
} else {
retTextId = 0x1008;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1075;
} else {
retTextId = 0x105B;
}
}
break;
case 6:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1042;
} else if (Flags_GetInfTable(0x24)) {
retTextId = 0x100B;
} else {
retTextId = 0x100A;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1056;
} else {
retTextId = 0x105F;
}
}
break;
case 7:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1043;
} else if (Flags_GetInfTable(0x26)) {
retTextId = 0x100D;
} else {
retTextId = 0x100C;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1057;
} else {
retTextId = 0x1057;
}
}
break;
case 8:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1043;
} else if (Flags_GetInfTable(0x28)) {
retTextId = 0x1019;
} else {
retTextId = 0x100E;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1077;
} else if (Flags_GetInfTable(0x51)) {
retTextId = 0x1058;
} else {
retTextId = 0x1059;
}
}
break;
case 9:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x1049;
} else {
retTextId = 0x1035;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1079;
} else {
retTextId = 0x104E;
}
}
break;
case 10:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x104A;
} else {
retTextId = 0x1038;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1079;
} else if (Flags_GetInfTable(0x59)) {
retTextId = 0x1050;
} else {
retTextId = 0x104F;
}
}
break;
case 11:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x104B;
} else {
retTextId = 0x103C;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x107B;
} else {
retTextId = 0x1051;
}
}
break;
case 12:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x104C;
} else {
retTextId = 0x103D;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x107C;
} else {
retTextId = 0x1052;
}
}
break;
case 13:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x9)) {
retTextId = 0x104D;
} else {
retTextId = 0x103E;
}
} else {
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x106E;
} else if (Flags_GetInfTable(0x61)) {
retTextId = 0x1053;
} else {
retTextId = 0x1054;
}
}
break;
case 15:
if (Flags_GetEventChkInf(0x5C)) {
retTextId = 0x1078;
} else if (Flags_GetInfTable(0x66)) {
retTextId = 0x1066;
} else {
retTextId = 0x1062;
}
break;
case 16:
if (globalCtx->sceneNum == SCENE_SPOT15) {
retTextId = 0x7002;
} else if (Flags_GetInfTable(0x6A)) {
retTextId = 0x7004;
} else if ((gSaveContext.dayTime >= 0x4000) && (gSaveContext.dayTime < 0xC556)) {
retTextId = 0x7002;
} else {
retTextId = 0x7003;
}
break;
case 17:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
if (Flags_GetInfTable(0x6C)) {
retTextId = 0x7008;
} else {
retTextId = 0x7007;
}
} else {
retTextId = 0;
}
break;
case 19:
retTextId = 0x702D;
break;
case 18:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7006;
} else {
if (Flags_GetEventChkInf(0x12)) {
if (Flags_GetInfTable(0x71)) {
retTextId = 0x7072;
} else {
retTextId = 0x7071;
}
} else {
retTextId = 0x7029;
}
}
break;
case 20:
case 21:
if (Flags_GetEventChkInf(0x42)) {
retTextId = 0x2012;
} else if (Flags_GetEventChkInf(0x41)) {
if (Flags_GetInfTable(0x76)) {
retTextId = 0x2011;
} else {
retTextId = 0x2010;
}
} else if (Flags_GetEventChkInf(0x40)) {
retTextId = 0x200F;
} else {
retTextId = 0x200E;
}
break;
case 24:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7044;
} else {
retTextId = 0x7015;
}
break;
case 25:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7045;
} else {
Flags_GetInfTable(0xC2);
retTextId = 0x7016;
}
break;
case 26:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7046;
} else {
Flags_GetInfTable(0xC2);
retTextId = 0x7018;
}
break;
case 27:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7047;
} else if (Flags_GetEventChkInf(0x14)) {
retTextId = 0x701A;
} else if (Flags_GetEventChkInf(0x11)) {
if (Flags_GetInfTable(0xC6)) {
retTextId = 0x701C;
} else {
retTextId = 0x701B;
}
} else {
retTextId = 0x701A;
}
break;
case 28:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7048;
} else {
Flags_GetInfTable(0xCA);
retTextId = 0x701D;
}
break;
case 29:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x7049;
} else {
Flags_GetInfTable(0xCC);
retTextId = 0x701F;
}
break;
case 30:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x704A;
} else {
Flags_GetInfTable(0xCE);
retTextId = 0x7021;
}
break;
case 31:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x704B;
} else {
Flags_GetInfTable(0xD0);
retTextId = 0x7023;
}
break;
case 32:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x704C;
} else {
Flags_GetInfTable(0xD2);
retTextId = 0x7025;
}
break;
case 33:
if (Flags_GetEventChkInf(0x9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) {
retTextId = 0x704D;
} else {
Flags_GetInfTable(0xD4);
retTextId = 0x7027;
}
break;
case 34:
Flags_GetInfTable(0xD6);
retTextId = 0x403C;
break;
case 35:
if (Flags_GetInfTable(0xD8)) {
retTextId = 0x5029;
} else {
retTextId = 0x5028;
}
break;
case 37:
retTextId = 0x5002;
break;
case 38:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetEventChkInf(0x23)) {
retTextId = 0x3021;
} else if (Flags_GetInfTable(0xE0)) {
retTextId = 0x302A;
} else {
retTextId = 0x3008;
}
} else {
if (Flags_GetEventChkInf(0x20)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 39:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetEventChkInf(0x23)) {
retTextId = 0x3026;
} else {
retTextId = 0x3009;
}
} else {
if (Flags_GetEventChkInf(0x2A)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 40:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetEventChkInf(0x23)) {
retTextId = 0x3026;
} else if (Flags_GetInfTable(0xEB)) {
retTextId = 0x302B;
} else {
retTextId = 0x300A;
}
} else {
if (Flags_GetEventChkInf(0x2B)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 41:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetInfTable(0xF0)) {
retTextId = 0x3015;
} else {
retTextId = 0x3014;
}
} else {
if (Flags_GetEventChkInf(0x2C)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 42:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetInfTable(0xF4)) {
retTextId = 0x3017;
} else {
retTextId = 0x3016;
}
} else {
if (Flags_GetEventChkInf(0x2C)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 43:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3027;
} else if (Flags_GetInfTable(0xF8)) {
retTextId = 0x3019;
} else {
retTextId = 0x3018;
}
} else {
if (Flags_GetEventChkInf(0x2D)) {
retTextId = 0x4043;
} else {
retTextId = 0x302A;
}
}
break;
case 48:
if (Flags_GetEventChkInf(0x25)) {
retTextId = 0x3029;
} else if (Flags_GetEventChkInf(0x20) && Flags_GetEventChkInf(0x21)) {
retTextId = 0x301B;
} else {
retTextId = 0x301A;
}
break;
case 49:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402D;
} else if (Flags_GetEventChkInf(0x30)) {
retTextId = 0x4007;
} else {
retTextId = 0x4006;
}
break;
case 50:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402E;
} else if (Flags_GetEventChkInf(0x30)) {
if (Flags_GetInfTable(0x124)) {
retTextId = 0x4009;
} else {
retTextId = 0x4008;
}
} else {
retTextId = 0x4006;
}
break;
case 51:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402D;
} else if (Flags_GetEventChkInf(0x31)) {
if (Flags_GetInfTable(0x12A)) {
retTextId = 0x400B;
} else {
retTextId = 0x402F;
}
} else if (Flags_GetEventChkInf(0x30)) {
retTextId = 0x400A;
} else {
retTextId = 0x4006;
}
break;
case 52:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402E;
} else if (Flags_GetEventChkInf(0x30)) {
retTextId = 0x400C;
} else {
retTextId = 0x4006;
}
break;
case 53:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402D;
} else if (Flags_GetEventChkInf(0x33)) {
retTextId = 0x4010;
} else if (Flags_GetEventChkInf(0x30)) {
retTextId = 0x400F;
} else {
retTextId = 0x4006;
}
break;
case 54:
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402E;
} else if (Flags_GetEventChkInf(0x30)) {
retTextId = 0x4011;
} else {
retTextId = 0x4006;
}
break;
case 55:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x37)) {
retTextId = 0x402B;
} else if (Flags_GetEventChkInf(0x31)) {
if (Flags_GetInfTable(0x138)) {
retTextId = 0x401C;
} else {
retTextId = 0x401B;
}
} else {
retTextId = 0x401A;
}
} else {
retTextId = 0;
}
break;
case 58:
retTextId = 0x500F;
break;
case 59:
retTextId = 0x5010;
break;
case 60:
retTextId = 0x5012;
break;
case 61:
if (Flags_GetInfTable(0x166)) {
retTextId = 0x5001;
} else {
retTextId = 0x5000;
}
break;
case 62:
retTextId = 0x5012;
break;
case 63:
if (Flags_GetInfTable(0x16A)) {
retTextId = 0x5001;
} else {
retTextId = 0x5000;
}
break;
case 71:
if (Flags_GetEventChkInf(0x16)) {
retTextId = 0x2049;
} else if (Flags_GetEventChkInf(0x15)) {
retTextId = 0x2048;
} else if (Flags_GetEventChkInf(0x14)) {
retTextId = 0x2047;
} else if (Flags_GetEventChkInf(0x12) && !Flags_GetEventChkInf(0x14)) {
retTextId = 0x2044;
} else if (Flags_GetEventChkInf(0x10)) {
if (Flags_GetEventChkInf(0x11)) {
retTextId = 0x2043;
} else {
retTextId = 0x2042;
}
} else {
retTextId = 0x2041;
}
break;
case 72:
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(0x14)) {
retTextId = 0x2040;
} else if (Flags_GetInfTable(0x94)) {
retTextId = 0x2040;
} else {
retTextId = 0x203F;
}
} else {
if (!Flags_GetEventChkInf(0x18)) {
if (!IS_DAY) {
retTextId = 0x204E;
} else if (Flags_GetInfTable(0x9A)) {
retTextId = 0x2031;
} else {
retTextId = 0x2030;
}
} else {
retTextId = 0;
}
}
break;
}
if (retTextId == 0) {
retTextId = 1;
}
return retTextId;
}
void func_80036E50(u16 textId, s16 arg1) {
switch (arg1) {
case 0:
switch (textId) {
case 0x1001:
Flags_SetInfTable(0x0);
return;
case 0x1002:
Flags_SetInfTable(0x1);
return;
case 0x1031:
Flags_SetEventChkInf(0x3);
Flags_SetInfTable(0x3);
return;
case 0x1047:
Flags_SetInfTable(0x5);
return;
}
return;
case 1:
switch (textId) {
case 0x102F:
Flags_SetEventChkInf(0x2);
Flags_SetInfTable(0xC);
return;
case 0x1033:
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Flags_SetEventChkInf(0x4);
Flags_SetInfTable(0xE);
return;
case 0x1045:
Flags_SetInfTable(0x10);
return;
case 0x1060:
Flags_SetInfTable(0x15);
return;
case 0x1067:
Flags_SetEventChkInf(0xA);
Flags_SetInfTable(0x17);
return;
case 0x1070:
Flags_SetInfTable(0x19);
return;
}
return;
case 2:
if (textId == 0x1056) {
Flags_SetInfTable(0x41);
}
return;
case 3:
if (textId == 0x1005) {
Flags_SetInfTable(0x1E);
}
return;
case 4:
if (textId == 0x105D) {
Flags_SetInfTable(0x47);
}
return;
case 5:
if (textId == 0x1008) {
Flags_SetInfTable(0x22);
}
return;
case 6:
if (textId == 0x100A) {
Flags_SetInfTable(0x24);
}
return;
case 7:
if (textId == 0x100C) {
Flags_SetInfTable(0x26);
}
return;
case 8:
if (textId == 0x100E) {
Flags_SetInfTable(0x28);
}
if (textId == 0x1059) {
Flags_SetInfTable(0x51);
}
return;
case 10:
if (textId == 0x104F) {
Flags_SetInfTable(0x59);
}
return;
case 13:
if (textId == 0x1054) {
Flags_SetInfTable(0x61);
}
return;
case 15:
if (textId == 0x1062) {
Flags_SetInfTable(0x66);
}
return;
case 16:
if (textId == 0x7002) {
Flags_SetInfTable(0x6A);
}
if (textId == 0x7003) {
Flags_SetInfTable(0x6A);
}
return;
case 17:
if (textId == 0x7007) {
Flags_SetInfTable(0x6C);
}
return;
case 18:
if (textId == 0x7071) {
Flags_SetInfTable(0x71);
}
return;
case 20:
case 21:
if (textId == 0x2010) {
Flags_SetInfTable(0x76);
}
return;
case 25:
if (textId == 0x7016) {
Flags_SetInfTable(0xC2);
}
return;
case 26:
if (textId == 0x7018) {
Flags_SetInfTable(0xC4);
}
return;
case 28:
if (textId == 0x701D) {
Flags_SetInfTable(0xCA);
}
return;
case 29:
if (textId == 0x701F) {
Flags_SetInfTable(0xCC);
}
return;
case 30:
if (textId == 0x7021) {
Flags_SetInfTable(0xCE);
}
return;
case 31:
if (textId == 0x7023) {
Flags_SetInfTable(0xD0);
}
return;
case 32:
if (textId == 0x7025) {
Flags_SetInfTable(0xD2);
}
return;
case 33:
if (textId == 0x7027) {
Flags_SetInfTable(0xD4);
}
return;
case 34:
if (textId == 0x403C) {
Flags_SetInfTable(0xD6);
}
return;
case 35:
if (textId == 0x5028) {
Flags_SetInfTable(0xD8);
}
return;
case 38:
if (textId == 0x3008) {
Flags_SetInfTable(0xE0);
}
return;
case 40:
if (textId == 0x300B) {
Flags_SetInfTable(0xEB);
}
return;
case 41:
if (textId == 0x3014) {
Flags_SetInfTable(0xF0);
}
return;
case 42:
if (textId == 0x3016) {
Flags_SetInfTable(0xF4);
}
return;
case 43:
if (textId == 0x3018) {
Flags_SetEventChkInf(0x20);
Flags_SetInfTable(0xF8);
}
return;
case 48:
if (textId == 0x3020) {
Flags_SetEventChkInf(0x22);
Flags_SetInfTable(0x113);
}
return;
case 49:
case 52:
case 53:
case 54:
if (textId == 0x4006) {
Flags_SetEventChkInf(0x30);
}
return;
case 50:
if (textId == 0x4006) {
Flags_SetEventChkInf(0x30);
}
if (textId == 0x4008) {
Flags_SetInfTable(0x124);
}
return;
case 51:
if (textId == 0x4006) {
Flags_SetEventChkInf(0x30);
}
if (textId == 0x400A) {
Flags_SetEventChkInf(0x32);
}
if (textId == 0x402F) {
Flags_SetInfTable(0x12A);
}
return;
case 55:
if (textId == 0x401B) {
Flags_SetEventChkInf(0x33);
Flags_SetInfTable(0x138);
}
return;
case 61:
if (textId == 0x5000) {
Flags_SetInfTable(0x166);
}
return;
case 63:
if (textId == 0x5013) {
Flags_SetInfTable(0x16A);
}
return;
case 71:
if (textId == 0x2041) {
Flags_SetEventChkInf(0x10);
}
if (textId == 0x2044) {
Flags_SetEventChkInf(0x12);
}
if (textId == 0x2047) {
Flags_SetEventChkInf(0x15);
}
if (textId == 0x2048) {
Flags_SetEventChkInf(0x16);
}
return;
case 72:
return;
}
}
s32 func_800374E0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
MessageContext* msgCtx = &globalCtx->msgCtx;
s32 ret = 1;
switch (textId) {
case 0x1035:
if (msgCtx->choiceIndex == 0) {
if (Flags_GetInfTable(0x2A)) {
func_80035B18(globalCtx, actor, 0x1036);
} else {
func_80035B18(globalCtx, actor, 0x1041);
}
}
if (msgCtx->choiceIndex == 1) {
if (Flags_GetInfTable(0x2B)) {
func_80035B18(globalCtx, actor, 0x1037);
} else {
func_80035B18(globalCtx, actor, 0x1041);
}
}
ret = 0;
break;
case 0x1038:
if (msgCtx->choiceIndex == 0) {
if (Flags_GetInfTable(0x2E)) {
func_80035B18(globalCtx, actor, 0x1039);
} else {
func_80035B18(globalCtx, actor, 0x1041);
}
}
if (msgCtx->choiceIndex == 1) {
if (Flags_GetInfTable(0x2F)) {
func_80035B18(globalCtx, actor, 0x103A);
} else {
func_80035B18(globalCtx, actor, 0x1041);
}
}
if (msgCtx->choiceIndex == 2) {
if (Flags_GetInfTable(0x30)) {
func_80035B18(globalCtx, actor, 0x103B);
} else {
func_80035B18(globalCtx, actor, 0x1041);
}
}
ret = 0;
break;
case 0x103E:
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x103F);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x1040);
}
ret = 0;
break;
case 0x1041:
if (msgCtx->choiceTextId == 0x1035) {
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x1036);
Flags_SetInfTable(0x2A);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x1037);
Flags_SetInfTable(0x2B);
}
}
if (msgCtx->choiceTextId == 0x1038) {
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x1039);
Flags_SetInfTable(0x2E);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x103A);
Flags_SetInfTable(0x2F);
}
if (msgCtx->choiceIndex == 2) {
func_80035B18(globalCtx, actor, 0x103B);
Flags_SetInfTable(0x30);
}
}
ret = 0;
break;
case 0x1062:
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x1063);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x1064);
}
ret = 0;
break;
case 0x2030:
case 0x2031:
if (msgCtx->choiceIndex == 0) {
if (gSaveContext.rupees >= 10) {
func_80035B18(globalCtx, actor, 0x2034);
Rupees_ChangeBy(-10);
} else {
func_80035B18(globalCtx, actor, 0x2032);
}
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x2032);
}
Flags_SetInfTable(0x9A);
ret = 0;
break;
case 0x2036:
case 0x2037:
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x201F);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x205A);
}
ret = 0;
break;
case 0x2038:
if (msgCtx->choiceIndex == 0) {
break;
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x205A);
}
ret = 0;
break;
case 0x2034:
if (msgCtx->choiceIndex != 0) {
break;
}
func_80035B18(globalCtx, actor, 0x2035);
ret = 0;
break;
case 0x2043:
if (Flags_GetEventChkInf(0x12)) {
break;
}
func_80035B18(globalCtx, actor, 0x2044);
ret = 0;
break;
case 0x205A:
break;
case 0x300A:
if (msgCtx->choiceIndex == 0) {
if (Flags_GetEventChkInf(0x22)) {
func_80035B18(globalCtx, actor, 0x300B);
} else {
func_80035B18(globalCtx, actor, 0x300C);
}
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x300D);
}
ret = 0;
break;
case 0x301B:
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x301D);
}
if (msgCtx->choiceIndex == 1) {
if (Flags_GetInfTable(0x113)) {
func_80035B18(globalCtx, actor, 0x301F);
} else {
func_80035B18(globalCtx, actor, 0x301E);
}
}
ret = 0;
break;
case 0x301E:
func_80035B18(globalCtx, actor, 0x3020);
ret = 0;
break;
case 0x400C:
if (msgCtx->choiceIndex == 0) {
func_80035B18(globalCtx, actor, 0x400D);
}
if (msgCtx->choiceIndex == 1) {
func_80035B18(globalCtx, actor, 0x400E);
}
ret = 0;
break;
case 0x7007:
func_80035B18(globalCtx, actor, 0x703E);
ret = 0;
break;
case 0x703E:
func_80035B18(globalCtx, actor, 0x703F);
ret = 0;
break;
case 0x703F:
func_80035B18(globalCtx, actor, 0x7042);
ret = 0;
break;
}
return ret;
}
u16 func_80037C30(GlobalContext* globalCtx, s16 arg1) {
return func_80035BFC(globalCtx, arg1);
}
s32 func_80037C5C(GlobalContext* globalCtx, s16 arg1, u16 textId) {
func_80036E50(textId, arg1);
return false;
}
s32 func_80037C94(GlobalContext* globalCtx, Actor* actor, s32 arg2) {
return func_800374E0(globalCtx, actor, actor->textId);
}
s32 func_80037CB8(GlobalContext* globalCtx, Actor* actor, s16 arg2) {
MessageContext* msgCtx = &globalCtx->msgCtx;
s32 ret = false;
switch (Message_GetState(msgCtx)) {
case TEXT_STATE_CLOSING:
func_80037C5C(globalCtx, arg2, actor->textId);
ret = true;
break;
case TEXT_STATE_CHOICE:
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx) && func_80037C94(globalCtx, actor, arg2)) {
Audio_PlaySoundGeneral(NA_SE_SY_CANCEL, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
msgCtx->msgMode = MSGMODE_TEXT_CLOSING;
ret = true;
}
break;
}
return ret;
}
s32 func_80037D98(GlobalContext* globalCtx, Actor* actor, s16 arg2, s32* arg3) {
s16 var;
s16 sp2C;
s16 sp2A;
s16 abs_var;
if (Actor_ProcessTalkRequest(actor, globalCtx)) {
*arg3 = 1;
return true;
}
if (*arg3 == 1) {
if (func_80037CB8(globalCtx, actor, arg2)) {
*arg3 = 0;
}
return false;
}
Actor_GetScreenPos(globalCtx, actor, &sp2C, &sp2A);
if ((sp2C < 0) || (sp2C > SCREEN_WIDTH) || (sp2A < 0) || (sp2A > SCREEN_HEIGHT)) {
return false;
}
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
return false;
}
if ((actor->xyzDistToPlayerSq > SQ(160.0f)) && !actor->isTargeted) {
return false;
}
if (actor->xyzDistToPlayerSq <= SQ(80.0f)) {
if (func_8002F2CC(actor, globalCtx, 80.0f)) {
actor->textId = func_80037C30(globalCtx, arg2);
}
} else {
if (func_8002F2F4(actor, globalCtx)) {
actor->textId = func_80037C30(globalCtx, arg2);
}
}
return false;
}
s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) {
Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100);
Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100);
Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100);
Math_SmoothStepToS(&arg1->x, 0, 6, 6200, 100);
return true;
}
s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
s16 sp36;
s16 sp34;
s16 var;
sp36 = Math_Vec3f_Pitch(&actor->focus.pos, arg1);
sp34 = Math_Vec3f_Yaw(&actor->focus.pos, arg1) - actor->world.rot.y;
Math_SmoothStepToS(&arg2->x, sp36, 6, 2000, 1);
arg2->x = (arg2->x < -6000) ? -6000 : ((arg2->x > 6000) ? 6000 : arg2->x);
var = Math_SmoothStepToS(&arg2->y, sp34, 6, 2000, 1);
arg2->y = (arg2->y < -8000) ? -8000 : ((arg2->y > 8000) ? 8000 : arg2->y);
if (var && (ABS(arg2->y) < 8000)) {
return false;
}
Math_SmoothStepToS(&arg3->y, sp34 - arg2->y, 4, 2000, 1);
arg3->y = (arg3->y < -12000) ? -12000 : ((arg3->y > 12000) ? 12000 : arg3->y);
return true;
}
s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
Player* player = GET_PLAYER(globalCtx);
s32 pad;
Vec3f sp2C;
s16 var;
s16 abs_var;
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
func_80037F30(arg2, arg3);
return false;
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
sp2C = globalCtx->view.eye;
} else {
sp2C = player->actor.focus.pos;
}
func_80037FC8(actor, &sp2C, arg2, arg3);
return true;
}
s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) {
Player* player = GET_PLAYER(globalCtx);
s32 pad;
Vec3f sp24;
s16 var;
s16 abs_var;
actor->focus.pos = arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
func_80037F30(arg2, arg3);
return false;
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
sp24 = globalCtx->view.eye;
} else {
sp24 = player->actor.focus.pos;
}
func_80037FC8(actor, &sp24, arg2, arg3);
return true;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
s32 GetChestGameRandoGetItemId(s8 room, s16 ogDrawId, GlobalContext* globalCtx) {
if (Randomizer_GetSettingValue(RSK_SHUFFLE_CHEST_MINIGAME)) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
// RANDOTODO update this logic when we implement keysanity
// because 3drando replaces the keys not the rupees
if (ogDrawId == GID_RUPEE_GREEN ||
ogDrawId == GID_RUPEE_BLUE ||
ogDrawId == GID_RUPEE_RED)
{
switch(room) {
case 1:
if(!Flags_GetCollectible(globalCtx, 0x1B)) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_ITEM_1, GI_RUPEE_GREEN);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
break;
case 2:
if(!Flags_GetCollectible(globalCtx, 0x1C)) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_ITEM_2, GI_RUPEE_GREEN);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
break;
case 3:
if(!Flags_GetCollectible(globalCtx, 0x1D)) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_ITEM_3, GI_RUPEE_BLUE);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
break;
case 4:
if(!Flags_GetCollectible(globalCtx, 0x1E)) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_ITEM_4, GI_RUPEE_BLUE);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
break;
case 5:
if(!Flags_GetCollectible(globalCtx, 0x1F)) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_ITEM_5, GI_RUPEE_RED);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
break;
}
}
}
if(ogDrawId == GID_HEART_PIECE) {
return Randomizer_GetItemIdFromKnownCheck(RC_MARKET_TREASURE_CHEST_GAME_REWARD, GI_HEART_PIECE);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
return GI_NONE;
}
s16 GetChestGameRandoGiDrawId(s8 room, s16 ogDrawId, GlobalContext* globalCtx) {
s32 randoGetItemId = GetChestGameRandoGetItemId(room, ogDrawId, globalCtx);
if(randoGetItemId != GI_NONE) {
return Randomizer_GetItemModelFromId(randoGetItemId);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
return ogDrawId;
}