Shipwright/soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c

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/*
* File: z_en_xc.c
* Overlay: ovl_En_Xc
* Description: Sheik
*/
#include "z_en_xc.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "objects/object_xc/object_xc.h"
#include "scenes/overworld/spot05/spot05_scene.h"
#include "scenes/overworld/spot17/spot17_scene.h"
#include "scenes/indoors/tokinoma/tokinoma_scene.h"
#include "scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_4
void EnXc_Init(Actor* thisx, GlobalContext* globalCtx);
void EnXc_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnXc_Update(Actor* thisx, GlobalContext* globalCtx);
void EnXc_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnXc_Reset(void);
void EnXc_DrawNothing(Actor* thisx, GlobalContext* globalCtx);
void EnXc_DrawDefault(Actor* thisx, GlobalContext* globalCtx);
void EnXc_DrawPullingOutHarp(Actor* thisx, GlobalContext* globalCtx);
void EnXc_DrawHarp(Actor* thisx, GlobalContext* globalCtx);
void EnXc_DrawTriforce(Actor* thisx, GlobalContext* globalCtx);
void EnXc_DrawSquintingEyes(Actor* thisx, GlobalContext* globalCtx);
static ColliderCylinderInitType1 sCylinderInit = {
{
COLTYPE_HIT0,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_PLAYER,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 25, 80, 0, { 0, 0, 0 } },
};
static void* sEyeTextures[] = {
gSheikEyeOpenTex,
gSheikEyeHalfClosedTex,
gSheikEyeShutTex,
};
void EnXc_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
}
void EnXc_UpdateCollider(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
Collider* colliderBase = &this->collider.base;
s32 pad[3];
Collider_UpdateCylinder(thisx, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, colliderBase);
}
void EnXc_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void EnXc_CalculateHeadTurn(EnXc* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
this->npcInfo.unk_18 = player->actor.world.pos;
this->npcInfo.unk_14 = kREG(16) - 3.0f;
func_80034A14(&this->actor, &this->npcInfo, kREG(17) + 0xC, 2);
}
void EnXc_SetEyePattern(EnXc* this) {
s32 pad[3];
s16* blinkTimer = &this->blinkTimer;
s16* eyePattern = &this->eyeIdx;
if (!DECR(*blinkTimer)) {
*blinkTimer = Rand_S16Offset(60, 60);
}
*eyePattern = *blinkTimer;
if (*eyePattern >= ARRAY_COUNT(sEyeTextures)) {
*eyePattern = 0;
}
}
void EnXc_SpawnNut(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f* pos = &this->actor.world.pos;
s16 angle = this->actor.shape.rot.y;
f32 x = (Math_SinS(angle) * 30.0f) + pos->x;
f32 y = pos->y + 3.0f;
f32 z = (Math_CosS(angle) * 30.0f) + pos->z;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ARROW, x, y, z, 0xFA0, this->actor.shape.rot.y, 0,
ARROW_CS_NUT);
}
void EnXc_BgCheck(EnXc* this, GlobalContext* globalCtx) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 4);
}
s32 EnXc_AnimIsFinished(EnXc* this) {
return SkelAnime_Update(&this->skelAnime);
}
CsCmdActorAction* EnXc_GetCsCmd(GlobalContext* globalCtx, s32 npcActionIdx) {
CsCmdActorAction* action = NULL;
if (globalCtx->csCtx.state != 0) {
action = globalCtx->csCtx.npcActions[npcActionIdx];
}
return action;
}
s32 EnXc_CompareCsAction(EnXc* this, GlobalContext* globalCtx, u16 action, s32 npcActionIdx) {
CsCmdActorAction* csCmdActorAction = EnXc_GetCsCmd(globalCtx, npcActionIdx);
if (csCmdActorAction != NULL && csCmdActorAction->action == action) {
return true;
}
return false;
}
s32 EnXc_CsActionsAreNotEqual(EnXc* this, GlobalContext* globalCtx, u16 action, s32 npcActionIdx) {
CsCmdActorAction* csCmdNPCAction = EnXc_GetCsCmd(globalCtx, npcActionIdx);
if (csCmdNPCAction && csCmdNPCAction->action != action) {
return true;
}
return false;
}
void func_80B3C588(EnXc* this, GlobalContext* globalCtx, u32 npcActionIdx) {
CsCmdActorAction* csCmdNPCAction = EnXc_GetCsCmd(globalCtx, npcActionIdx);
Actor* thisx = &this->actor;
if (csCmdNPCAction != NULL) {
thisx->world.pos.x = csCmdNPCAction->startPos.x;
thisx->world.pos.y = csCmdNPCAction->startPos.y;
thisx->world.pos.z = csCmdNPCAction->startPos.z;
thisx->world.rot.x = thisx->shape.rot.x = csCmdNPCAction->rot.x;
thisx->world.rot.y = thisx->shape.rot.y = csCmdNPCAction->rot.y;
thisx->world.rot.z = thisx->shape.rot.z = csCmdNPCAction->rot.z;
}
}
void func_80B3C620(EnXc* this, GlobalContext* globalCtx, s32 npcActionIdx) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, npcActionIdx);
Vec3f* xcPos = &this->actor.world.pos;
f32 startX;
f32 startY;
f32 startZ;
f32 endX;
f32 endY;
f32 endZ;
f32 unk;
if (npcAction != NULL) {
unk =
Environment_LerpWeightAccelDecel(npcAction->endFrame, npcAction->startFrame, globalCtx->csCtx.frames, 0, 0);
startX = npcAction->startPos.x;
startY = npcAction->startPos.y;
startZ = npcAction->startPos.z;
endX = npcAction->endPos.x;
endY = npcAction->endPos.y;
endZ = npcAction->endPos.z;
xcPos->x = ((endX - startX) * unk) + startX;
xcPos->y = ((endY - startY) * unk) + startY;
xcPos->z = ((endZ - startZ) * unk) + startZ;
}
}
void EnXc_ChangeAnimation(EnXc* this, AnimationHeader* animation, u8 mode, f32 morphFrames, s32 reverseFlag) {
s32 pad[2];
AnimationHeader* animationSeg = SEGMENTED_TO_VIRTUAL(animation);
f32 frameCount = Animation_GetLastFrame(&animationSeg->common);
f32 playbackSpeed;
f32 startFrame;
f32 endFrame;
if (!reverseFlag) {
startFrame = 0.0f;
endFrame = frameCount;
playbackSpeed = 1.0f;
} else {
startFrame = frameCount;
endFrame = 0.0f;
playbackSpeed = -1.0f;
}
Animation_Change(&this->skelAnime, animationSeg, playbackSpeed, startFrame, endFrame, mode, morphFrames);
}
void EnXc_CheckAndSetAction(EnXc* this, s32 check, s32 set) {
if (check != this->action) {
this->action = set;
}
}
void func_80B3C7D4(EnXc* this, s32 action1, s32 action2, s32 action3) {
if (action1 != this->action) {
if (this->action == SHEIK_ACTION_PUT_HARP_AWAY) {
this->action = action2;
} else {
this->action = action3;
}
}
}
s32 EnXc_NoCutscenePlaying(GlobalContext* globalCtx) {
if (globalCtx->csCtx.state == 0) {
return true;
}
return false;
}
void func_80B3C820(EnXc* this) {
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_53;
}
void func_80B3C888(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_NoCutscenePlaying(globalCtx) && this->actor.params == SHEIK_TYPE_4) {
func_80B3C820(this);
}
}
void func_80B3C8CC(EnXc* this, GlobalContext* globalCtx) {
SkelAnime* skelAnime = &this->skelAnime;
if (skelAnime->jointTable[0].y >= skelAnime->baseTransl.y) {
skelAnime->moveFlags |= 3;
AnimationContext_SetMoveActor(globalCtx, &this->actor, skelAnime, 1.0f);
}
}
void func_80B3C924(EnXc* this, GlobalContext* globalCtx) {
this->skelAnime.moveFlags |= 3;
AnimationContext_SetMoveActor(globalCtx, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B3C964(EnXc* this, GlobalContext* globalCtx) {
this->skelAnime.baseTransl = this->skelAnime.jointTable[0];
this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
this->skelAnime.moveFlags |= 3;
AnimationContext_SetMoveActor(globalCtx, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B3C9DC(EnXc* this) {
this->skelAnime.moveFlags &= ~0x3;
}
void func_80B3C9EC(EnXc* this) {
EnXc_ChangeAnimation(this, &gSheikArmsCrossedIdleAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_BLOCK_PEDESTAL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->unk_30C = 1;
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
if (gSaveContext.n64ddFlag) {
Actor_Kill(&this->actor);
}
return;
}
void func_80B3CA38(EnXc* this, GlobalContext* globalCtx) {
// If Player is adult but hasn't learned Minuet of Forest
if (!(gSaveContext.eventChkInf[5] & 1) && LINK_IS_ADULT) {
this->action = SHEIK_ACTION_INIT;
} else {
Actor_Kill(&this->actor);
}
}
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
void GivePlayerRandoRewardSheikSong(EnXc* sheik, GlobalContext* globalCtx, RandomizerCheck check, int sheikType, GetItemID ogSongId) {
Player* player = GET_PLAYER(globalCtx);
if (sheik->actor.parent != NULL && sheik->actor.parent->id == player->actor.id &&
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
!(gSaveContext.eventChkInf[5] & sheikType)) {
gSaveContext.eventChkInf[5] |= sheikType;
} else if (!(gSaveContext.eventChkInf[5] & sheikType)) {
GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, ogSongId);
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
if (check == RC_SHEIK_AT_TEMPLE && !Flags_GetTreasure(globalCtx, 0x1F)) {
if (func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f)) {
player->pendingFlag.flagID = 0x1F;
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
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
}
} else if (check != RC_SHEIK_AT_TEMPLE) {
func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f);
}
}
}
s32 EnXc_MinuetCS(EnXc* this, GlobalContext* globalCtx) {
if (this->actor.params == SHEIK_TYPE_MINUET) {
Player* player = GET_PLAYER(globalCtx);
f32 z = player->actor.world.pos.z;
if (z < -2225.0f) {
if (!Gameplay_InCsMode(globalCtx)) {
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
if (!gSaveContext.n64ddFlag) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(&gMinuetCs);
gSaveContext.cutsceneTrigger = 1;
gSaveContext.eventChkInf[5] |= 1;
Item_Give(globalCtx, ITEM_SONG_MINUET);
} else {
GivePlayerRandoRewardSheikSong(this, globalCtx, RC_SHEIK_IN_FOREST, 1, GI_MINUET_OF_FOREST);
return false;
}
return true;
}
}
return false;
}
return true;
}
void func_80B3CB58(EnXc* this, GlobalContext* globalCtx) {
// If hasn't learned Bolero and Player is Adult
if (!(gSaveContext.eventChkInf[5] & 2) && LINK_IS_ADULT) {
this->action = SHEIK_ACTION_INIT;
} else {
Actor_Kill(&this->actor);
}
}
s32 EnXc_BoleroCS(EnXc* this, GlobalContext* globalCtx) {
Player* player;
PosRot* posRot;
if (this->actor.params == SHEIK_TYPE_BOLERO) {
player = GET_PLAYER(globalCtx);
posRot = &player->actor.world;
if ((posRot->pos.x > -784.0f) && (posRot->pos.x < -584.0f) && (posRot->pos.y > 447.0f) &&
(posRot->pos.y < 647.0f) && (posRot->pos.z > -446.0f) && (posRot->pos.z < -246.0f) &&
!Gameplay_InCsMode(globalCtx)) {
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
if (!gSaveContext.n64ddFlag) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(&gDeathMountainCraterBoleroCs);
gSaveContext.cutsceneTrigger = 1;
gSaveContext.eventChkInf[5] |= 2;
Item_Give(globalCtx, ITEM_SONG_BOLERO);
} else {
GivePlayerRandoRewardSheikSong(this, globalCtx, RC_SHEIK_IN_CRATER, 2, GI_BOLERO_OF_FIRE);
return false;
}
return true;
}
return false;
}
return true;
}
void EnXc_SetupSerenadeAction(EnXc* this, GlobalContext* globalCtx) {
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
if (gSaveContext.n64ddFlag) {
this->action = SHEIK_ACTION_SERENADE;
return;
}
// Player is adult and does not have iron boots and has not learned Serenade
if ((!CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1) && !(gSaveContext.eventChkInf[5] & 4)) && LINK_IS_ADULT) {
this->action = SHEIK_ACTION_SERENADE;
osSyncPrintf("水のセレナーデ シーク誕生!!!!!!!!!!!!!!!!!!\n");
} else {
Actor_Kill(&this->actor);
osSyncPrintf("水のセレナーデ シーク消滅!!!!!!!!!!!!!!!!!!\n");
}
}
s32 EnXc_SerenadeCS(EnXc* this, GlobalContext* globalCtx) {
if (this->actor.params == SHEIK_TYPE_SERENADE) {
Player* player = GET_PLAYER(globalCtx);
s32 stateFlags = player->stateFlags1;
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
if (((CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1) && !gSaveContext.n64ddFlag) ||
(Flags_GetTreasure(globalCtx, 2) && gSaveContext.n64ddFlag)) &&
!(gSaveContext.eventChkInf[5] & 4) && !(stateFlags & 0x20000000) &&
!Gameplay_InCsMode(globalCtx)) {
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
if (!gSaveContext.n64ddFlag) {
Cutscene_SetSegment(globalCtx, &gIceCavernSerenadeCs);
gSaveContext.cutsceneTrigger = 1;
gSaveContext.eventChkInf[5] |= 4; // Learned Serenade of Water Flag
Item_Give(globalCtx, ITEM_SONG_SERENADE);
} else {
GivePlayerRandoRewardSheikSong(this, globalCtx, RC_SHEIK_IN_ICE_CAVERN, 4, GI_SERENADE_OF_WATER);
return false;
}
osSyncPrintf("ブーツを取った!!!!!!!!!!!!!!!!!!\n");
return true;
}
osSyncPrintf("はやくブーツを取るべし!!!!!!!!!!!!!!!!!!\n");
return false;
}
return true;
}
void EnXc_DoNothing(EnXc* this, GlobalContext* globalCtx) {
}
void EnXc_SetWalkingSFX(EnXc* this, GlobalContext* globalCtx) {
s32 pad[2];
u32 sfxId;
s32 pad2;
if (Animation_OnFrame(&this->skelAnime, 11.0f) || Animation_OnFrame(&this->skelAnime, 23.0f)) {
if (this->actor.bgCheckFlags & 1) {
sfxId = SFX_FLAG;
sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
func_80078914(&this->actor.projectedPos, sfxId);
}
}
}
void EnXc_SetNutThrowSFX(EnXc* this, GlobalContext* globalCtx) {
s32 pad[2];
u32 sfxId;
s32 pad2;
if (Animation_OnFrame(&this->skelAnime, 7.0f)) {
if (this->actor.bgCheckFlags & 1) {
sfxId = SFX_FLAG;
sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
func_80078914(&this->actor.projectedPos, sfxId);
}
}
if (Animation_OnFrame(&this->skelAnime, 20.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_SK_SHOUT);
}
}
void EnXc_SetLandingSFX(EnXc* this, GlobalContext* globalCtx) {
u32 sfxId;
s16 sceneNum = globalCtx->sceneNum;
if ((gSaveContext.sceneSetupIndex != 4) || (sceneNum != SCENE_SPOT11)) {
if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
sfxId = SFX_FLAG;
sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
func_80078914(&this->actor.projectedPos, sfxId);
}
}
}
void EnXc_SetColossusAppearSFX(EnXc* this, GlobalContext* globalCtx) {
static Vec3f sXyzDist;
s16 sceneNum;
if (gSaveContext.sceneSetupIndex == 4) {
sceneNum = globalCtx->sceneNum;
if (sceneNum == SCENE_SPOT11) {
CutsceneContext* csCtx = &globalCtx->csCtx;
u16 frameCount = csCtx->frames;
f32 wDest[2];
if (frameCount == 119) {
Vec3f pos = { -611.0f, 728.0f, -2.0f };
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &pos, &sXyzDist, wDest);
func_80078914(&sXyzDist, NA_SE_EV_JUMP_CONC);
} else if (frameCount == 164) {
Vec3f pos = { -1069.0f, 38.0f, 0.0f };
s32 pad;
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &pos, &sXyzDist, wDest);
func_80078914(&sXyzDist, NA_SE_PL_WALK_CONCRETE);
}
}
}
}
void func_80B3D118(GlobalContext* globalCtx) {
s16 sceneNum;
if ((gSaveContext.sceneSetupIndex != 4) || (sceneNum = globalCtx->sceneNum, sceneNum != SCENE_SPOT11)) {
func_800788CC(NA_SE_PL_SKIP);
}
}
static Vec3f D_80B42DA0;
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s32 D_80B41D90 = 0;
void EnXc_SetColossusWindSFX(GlobalContext* globalCtx) {
if (gSaveContext.sceneSetupIndex == 4) {
static Vec3f sPos = { 0.0f, 0.0f, 0.0f };
static f32 sMaxSpeed = 0.0f;
static Vec3f D_80B42DB0;
s32 pad;
s16 sceneNum = globalCtx->sceneNum;
if (sceneNum == SCENE_SPOT11) {
CutsceneContext* csCtx = &globalCtx->csCtx;
u16 frameCount = csCtx->frames;
if ((frameCount >= 120) && (frameCount < 164)) {
s32 pad;
Vec3f* eye = &globalCtx->view.eye;
if (D_80B41D90 != 0) {
f32 speed = Math3D_Vec3f_DistXYZ(&D_80B42DB0, eye) / 7.058922f;
sMaxSpeed = CLAMP_MIN(sMaxSpeed, speed);
osSyncPrintf("MAX speed = %f\n", sMaxSpeed);
speed = CLAMP_MAX(speed, 2.0f);
func_800F436C(&sPos, NA_SE_EV_FLYING_AIR - SFX_FLAG, 0.6f + (0.4f * speed));
}
D_80B42DB0.x = eye->x;
D_80B42DB0.y = eye->y;
D_80B42DB0.z = eye->z;
D_80B41D90 = 1;
}
}
}
}
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s32 sEnXcFlameSpawned = false;
void EnXc_SpawnFlame(EnXc* this, GlobalContext* globalCtx) {
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if (!sEnXcFlameSpawned) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 0);
f32 xPos = npcAction->startPos.x;
f32 yPos = npcAction->startPos.y;
f32 zPos = npcAction->startPos.z;
this->flameActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_LIGHT, xPos, yPos, zPos, 0, 0, 0, 5);
2022-05-12 13:28:24 -04:00
sEnXcFlameSpawned = true;
}
}
void EnXc_SetupFlamePos(EnXc* this, GlobalContext* globalCtx) {
Vec3f* attachedPos;
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 0);
if (this->flameActor != NULL) {
attachedPos = &this->flameActor->world.pos;
if (!this) {}
attachedPos->x = npcAction->startPos.x;
attachedPos->y = npcAction->startPos.y;
attachedPos->z = npcAction->startPos.z;
}
}
void EnXc_DestroyFlame(EnXc* this) {
if (this->flameActor != NULL) {
Actor_Kill(this->flameActor);
this->flameActor = NULL;
}
Actor_Kill(&this->actor);
}
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s32 D_80B41DA8 = 1;
void EnXc_InitFlame(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
s16 sceneNum = globalCtx->sceneNum;
if (sceneNum == SCENE_SPOT17) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 0);
if (npcAction != NULL) {
s32 action = npcAction->action;
if (D_80B41DA8 != action) {
if (action != 1) {
EnXc_SpawnFlame(this, globalCtx);
}
if (action == 1) {
EnXc_DestroyFlame(this);
}
D_80B41DA8 = action;
}
EnXc_SetupFlamePos(this, globalCtx);
}
}
}
void func_80B3D48C(EnXc* this, GlobalContext* globalCtx) {
CutsceneContext* csCtx = &globalCtx->csCtx;
CsCmdActorAction* linkAction = csCtx->linkAction;
s16 yaw;
if (linkAction != NULL) {
yaw = linkAction->urot.y + 0x8000;
} else {
Player* player = GET_PLAYER(globalCtx);
yaw = player->actor.world.rot.y + 0x8000;
}
this->actor.shape.rot.y = this->actor.world.rot.y = yaw;
}
AnimationHeader* EnXc_GetCurrentHarpAnim(GlobalContext* globalCtx, s32 index) {
AnimationHeader* animation = &gSheikPlayingHarp5Anim;
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, index);
if (npcAction != NULL) {
u16 action = npcAction->action;
if (action == 11) {
animation = &gSheikPlayingHarp3Anim;
} else if (action == 12) {
animation = &gSheikPlayingHarp2Anim;
} else if (action == 13) {
animation = &gSheikPlayingHarp4Anim;
} else if (action == 23) {
animation = &gSheikPlayingHarpAnim;
} else {
animation = &gSheikPlayingHarp5Anim;
}
}
return animation;
}
void EnXc_CalcXZAccel(EnXc* this) {
f32 timer = this->timer;
f32* speedXZ = &this->actor.speedXZ;
if (timer < 9.0f) {
*speedXZ = 0.0f;
} else if (timer < 3.0f) {
*speedXZ = (((kREG(2) * 0.01f) + 1.2f) / 3.0f) * (timer - 9.0f);
} else {
*speedXZ = (kREG(2) * 0.01f) + 1.2f;
}
Actor_MoveForward(&this->actor);
}
void func_80B3D644(EnXc* this) {
Actor_MoveForward(&this->actor);
}
void EnXc_CalcXZSpeed(EnXc* this) {
f32 timer = this->timer;
f32* speedXZ = &this->actor.speedXZ;
if (timer < 3.0f) {
*speedXZ = (((kREG(2) * 0.01f) + 1.2f) / 3.0f) * (3.0f - timer);
} else {
*speedXZ = 0.0f;
}
Actor_MoveForward(&this->actor);
}
void func_80B3D6F0(EnXc* this) {
EnXc_CalcXZAccel(this);
}
void func_80B3D710(EnXc* this) {
Actor_MoveForward(&this->actor);
}
void func_80B3D730(EnXc* this) {
EnXc_CalcXZSpeed(this);
}
void func_80B3D750(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_MinuetCS(this, globalCtx) && EnXc_BoleroCS(this, globalCtx)) {
this->action = SHEIK_ACTION_WAIT;
}
}
void EnXc_SetupFallFromSkyAction(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
CutsceneContext* csCtx = &globalCtx->csCtx;
if (csCtx->state != 0) {
CsCmdActorAction* npcAction = csCtx->npcActions[4];
if (npcAction && npcAction->action == 2) {
s32 pad;
Vec3f* pos = &this->actor.world.pos;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikFallingFromSkyAnim);
this->action = SHEIK_ACTION_GRACEFUL_FALL;
this->drawMode = SHEIK_DRAW_DEFAULT;
pos->x = npcAction->startPos.x;
pos->y = npcAction->startPos.y;
pos->z = npcAction->startPos.z;
func_80B3D48C(this, globalCtx);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gSheikFallingFromSkyAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
func_80B3D118(globalCtx);
}
}
}
void func_80B3D8A4(EnXc* this, GlobalContext* globalCtx, s32 animFinished) {
if (animFinished) {
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikWalkingAnim);
Animation_Change(skelAnime, &gSheikWalkingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = SHEIK_ACTION_ACCEL;
this->timer = 0.0f;
func_80B3C9DC(this);
this->actor.gravity = -((kREG(1) * 0.01f) + 13.0f);
this->actor.minVelocityY = -((kREG(1) * 0.01f) + 13.0f);
} else {
func_80B3C8CC(this, globalCtx);
}
}
void EnXc_SetupWalkAction(EnXc* this) {
f32* timer = &this->timer;
*timer += 1.0f;
if (*timer >= 12.0f) {
this->actor.speedXZ = (kREG(2) * 0.01f) + 1.2f;
this->action = SHEIK_ACTION_WALK;
}
}
void EnXc_SetupHaltAction(EnXc* this) {
SkelAnime* skelAnime = &this->skelAnime;
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer <= (kREG(3) + 95.0f)) {
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_HALT;
this->timer = 0.0f;
}
}
void EnXc_SetupStoppedAction(EnXc* this) {
f32* timer = &this->timer;
*timer += 1.0f;
if (*timer >= 12.0f) {
this->action = SHEIK_ACTION_STOPPED;
this->actor.speedXZ = 0.0f;
}
}
void func_80B3DAF0(EnXc* this, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 4);
u16 action;
if (npcAction &&
(action = npcAction->action, action == 3 || action == 11 || action == 12 || action == 13 || action == 23)) {
f32 frameCount;
frameCount = Animation_GetLastFrame(&gSheikPullingOutHarpAnim);
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -4.0f);
this->action = SHEIK_ACTION_7;
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
}
}
void EnXc_SetupInitialHarpAction(EnXc* this, s32 animFinished) {
SkelAnime* skelAnime;
f32 frameCount;
if (animFinished) {
skelAnime = &this->skelAnime;
frameCount = Animation_GetLastFrame(&gSheikInitialHarpAnim);
Animation_Change(skelAnime, &gSheikInitialHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_HARP_READY;
this->drawMode = SHEIK_DRAW_HARP;
}
}
void EnXc_SetupPlayingHarpAction(EnXc* this, GlobalContext* globalCtx, s32 animFinished) {
s32 pad;
SkelAnime* skelAnime;
AnimationHeader* animation;
f32 frameCount;
if (animFinished) {
skelAnime = &this->skelAnime;
animation = EnXc_GetCurrentHarpAnim(globalCtx, 4);
frameCount = Animation_GetLastFrame(animation);
Animation_Change(skelAnime, animation, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = SHEIK_PLAYING_HARP;
this->drawMode = SHEIK_DRAW_HARP;
}
}
void func_80B3DCA8(EnXc* this, GlobalContext* globalCtx) {
f32 frameCount;
if (globalCtx->csCtx.state != 0) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 8) {
frameCount = Animation_GetLastFrame(&gSheikInitialHarpAnim);
Animation_Change(&this->skelAnime, &gSheikInitialHarpAnim, 0.0f, frameCount, frameCount, ANIMMODE_LOOP,
-8.0f);
this->action = SHEIK_ACTION_10;
}
}
}
void EnXc_SetupHarpPutawayAction(EnXc* this, GlobalContext* globalCtx) {
f32 curFrame;
f32 animFrameCount;
if (EnXc_CompareCsAction(this, globalCtx, 5, 4)) {
curFrame = this->skelAnime.curFrame;
animFrameCount = this->skelAnime.endFrame;
if (curFrame >= animFrameCount) {
Animation_Change(&this->skelAnime, &gSheikInitialHarpAnim, -1.0f,
Animation_GetLastFrame(&gSheikInitialHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_PUT_HARP_AWAY;
}
} else if (EnXc_CsActionsAreNotEqual(this, globalCtx, 8, 4)) {
EnXc_SetupPlayingHarpAction(this, globalCtx, true);
}
}
void func_80B3DE00(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, -1.0f,
Animation_GetLastFrame(&gSheikPullingOutHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_12;
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
}
}
void func_80B3DE78(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_13;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->timer = 0.0f;
}
}
void EnXc_SetupReverseAccel(EnXc* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state != 0) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 4) {
Animation_Change(&this->skelAnime, &gSheikWalkingAnim, -1.0f, Animation_GetLastFrame(&gSheikWalkingAnim),
0.0f, ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_REVERSE_ACCEL;
this->actor.world.rot.y += 0x8000;
this->timer = 0.0f;
}
}
}
void EnXc_SetupReverseWalkAction(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
this->actor.speedXZ = (kREG(2) * 0.01f) + 1.2f;
this->action = SHEIK_ACTION_REVERSE_WALK;
}
}
void EnXc_SetupReverseHaltAction(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer >= kREG(5) + 140.0f) {
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_REVERSE_HALT;
this->timer = 0.0f;
}
}
void EnXc_SetupNutThrow(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
Animation_Change(&this->skelAnime, &gSheikThrowingNutAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikThrowingNutAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_THROW_NUT;
this->timer = 0.0f;
this->actor.speedXZ = 0.0f;
}
}
void func_80B3E164(EnXc* this, GlobalContext* globalCtx) {
this->timer++;
if (this->timer >= 30.0f) {
this->action = SHEIK_ACTION_DELETE;
EnXc_SpawnNut(this, globalCtx);
}
}
void EnXc_SetupDisappear(EnXc* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state != 0) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 9) {
s16 sceneNum = globalCtx->sceneNum;
// Sheik fades away if end of Bolero CS, kill actor otherwise
if (sceneNum == SCENE_SPOT17) {
this->action = SHEIK_ACTION_FADE;
this->drawMode = SHEIK_DRAW_NOTHING;
this->actor.shape.shadowAlpha = 0;
} else {
Actor_Kill(&this->actor);
}
}
}
}
void EnXc_ActionFunc0(EnXc* this, GlobalContext* globalCtx) {
EnXc_SetColossusAppearSFX(this, globalCtx);
EnXc_SetColossusWindSFX(globalCtx);
func_80B3D750(this, globalCtx);
}
void EnXc_ActionFunc1(EnXc* this, GlobalContext* globalCtx) {
EnXc_SetColossusAppearSFX(this, globalCtx);
EnXc_SetColossusWindSFX(globalCtx);
EnXc_SetupFallFromSkyAction(this, globalCtx);
}
void EnXc_GracefulFall(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetLandingSFX(this, globalCtx);
EnXc_SetColossusAppearSFX(this, globalCtx);
EnXc_SetColossusWindSFX(globalCtx);
func_80B3D8A4(this, globalCtx, animFinished);
}
void EnXc_Accelerate(EnXc* this, GlobalContext* globalCtx) {
EnXc_CalcXZAccel(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_SetupWalkAction(this);
}
void EnXc_Walk(EnXc* this, GlobalContext* globalCtx) {
func_80B3D644(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_SetupHaltAction(this);
}
void EnXc_Stopped(EnXc* this, GlobalContext* globalCtx) {
EnXc_CalcXZSpeed(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_SetupStoppedAction(this);
}
void EnXc_ActionFunc6(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
func_80B3DAF0(this, globalCtx);
}
void EnXc_ActionFunc7(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupInitialHarpAction(this, animFinished);
}
void EnXc_ActionFunc8(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupPlayingHarpAction(this, globalCtx, animFinished);
}
void EnXc_ActionFunc9(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
func_80B3DCA8(this, globalCtx);
}
void EnXc_ActionFunc10(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupHarpPutawayAction(this, globalCtx);
}
void EnXc_ActionFunc11(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
func_80B3DE00(this, animFinished);
}
void EnXc_ActionFunc12(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
func_80B3DE78(this, animFinished);
}
void EnXc_ActionFunc13(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_InitFlame(this, globalCtx);
EnXc_SetupReverseAccel(this, globalCtx);
}
void EnXc_ReverseAccelerate(EnXc* this, GlobalContext* globalCtx) {
func_80B3D6F0(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_InitFlame(this, globalCtx);
EnXc_SetupReverseWalkAction(this);
}
void EnXc_ActionFunc15(EnXc* this, GlobalContext* globalCtx) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_InitFlame(this, globalCtx);
EnXc_SetupReverseHaltAction(this);
}
void EnXc_HaltAndWaitToThrowNut(EnXc* this, GlobalContext* globalCtx) {
func_80B3D730(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_InitFlame(this, globalCtx);
EnXc_SetupNutThrow(this);
}
void EnXc_ThrowNut(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetNutThrowSFX(this, globalCtx);
EnXc_InitFlame(this, globalCtx);
func_80B3E164(this, globalCtx);
}
void EnXc_Delete(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_InitFlame(this, globalCtx);
EnXc_SetupDisappear(this, globalCtx);
}
void EnXc_Fade(EnXc* this, GlobalContext* globalCtx) {
EnXc_InitFlame(this, globalCtx);
}
void func_80B3E87C(Gfx** dList, EnXc* this) {
f32 currentFrame = this->skelAnime.curFrame;
if (currentFrame >= 34.0f) {
*dList = gSheikHarpDL;
}
}
s32 EnXc_PullingOutHarpOverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnXc* this = (EnXc*)thisx;
if (limbIndex == 12) {
func_80B3E87C(dList, this);
}
return 0;
}
s32 EnXc_HarpOverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnXc* this = (EnXc*)thisx;
if (limbIndex == 12) {
*dList = gSheikHarpDL;
}
return 0;
}
void EnXc_DrawPullingOutHarp(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
s32 pad;
s16 eyePattern = this->eyeIdx;
void* eyeTexture = sEyeTextures[eyePattern];
SkelAnime* skelAnime = &this->skelAnime;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s32 pad2;
OPEN_DISPS(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTexture));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 20, 0);
gDPSetEnvColor(POLY_OPA_DISP++, 60, 0, 0, 0);
func_80093D18(gfxCtx);
func_8002EBCC(&this->actor, globalCtx, 0);
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnXc_PullingOutHarpOverrideLimbDraw, NULL, this);
CLOSE_DISPS(gfxCtx);
}
void EnXc_DrawHarp(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
s32 pad;
s16 eyePattern = this->eyeIdx;
void* eyeTexture = sEyeTextures[eyePattern];
SkelAnime* skelAnime = &this->skelAnime;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s32 pad2;
OPEN_DISPS(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTexture));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 20, 0);
gDPSetEnvColor(POLY_OPA_DISP++, 60, 0, 0, 0);
func_80093D18(gfxCtx);
func_8002EBCC(&this->actor, globalCtx, 0);
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnXc_HarpOverrideLimbDraw, NULL, this);
CLOSE_DISPS(gfxCtx);
}
void func_80B3EBF0(EnXc* this, GlobalContext* globalCtx) {
this->action = SHEIK_ACTION_20;
}
void func_80B3EC00(EnXc* this) {
this->action = SHEIK_ACTION_21;
}
void func_80B3EC0C(EnXc* this, GlobalContext* globalCtx) {
CutsceneContext* csCtx = &globalCtx->csCtx;
if (csCtx->state != 0) {
CsCmdActorAction* npcAction = csCtx->npcActions[4];
if ((npcAction != NULL) && (npcAction->action != 1)) {
PosRot* posRot = &this->actor.world;
Vec3i* startPos = &npcAction->startPos;
ActorShape* shape = &this->actor.shape;
posRot->pos.x = startPos->x;
posRot->pos.y = startPos->y;
posRot->pos.z = startPos->z;
posRot->rot.y = shape->rot.y = npcAction->rot.y;
this->action = SHEIK_ACTION_22;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
}
}
void func_80B3EC90(EnXc* this, GlobalContext* globalCtx) {
CutsceneContext* csCtx = &globalCtx->csCtx;
if (csCtx->state != 0) {
CsCmdActorAction* npcAction = csCtx->npcActions[4];
if (npcAction != NULL && npcAction->action != 6) {
func_80B3C9EC(this);
}
}
}
void func_80B3ECD8(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
this->actor.speedXZ = kREG(2) * 0.01f + 1.2f;
this->action = SHEIK_ACTION_24;
}
}
void EnXc_ActionFunc20(EnXc* this, GlobalContext* globalCtx) {
func_80B3EC00(this);
}
void EnXc_ActionFunc21(EnXc* this, GlobalContext* globalCtx) {
func_80B3EC0C(this, globalCtx);
}
void EnXc_ActionFunc22(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
func_80B3EC90(this, globalCtx);
}
void EnXc_ActionFunc23(EnXc* this, GlobalContext* globalCtx) {
func_80B3D6F0(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
func_80B3ECD8(this);
}
void EnXc_ActionFunc24(EnXc* this, GlobalContext* globalCtx) {
}
void EnXc_ActionFunc25(EnXc* this, GlobalContext* globalCtx) {
}
void EnXc_ActionFunc26(EnXc* this, GlobalContext* globalCtx) {
}
void EnXc_ActionFunc27(EnXc* this, GlobalContext* globalCtx) {
}
void EnXc_ActionFunc28(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3EE64(EnXc* this, GlobalContext* globalCtx) {
this->action = SHEIK_ACTION_SERENADE;
}
void func_80B3EE74(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_SerenadeCS(this, globalCtx)) {
this->action = SHEIK_ACTION_30;
}
}
void func_80B3EEA4(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_30, SHEIK_ACTION_31);
}
void func_80B3EEC8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_31, SHEIK_ACTION_32);
}
void func_80B3EEEC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_32, SHEIK_ACTION_33);
}
void func_80B3EF10(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_33, SHEIK_ACTION_34);
}
void func_80B3EF34(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_34, SHEIK_ACTION_35);
}
void func_80B3EF58(EnXc* this) {
func_80B3C7D4(this, SHEIK_ACTION_35, SHEIK_ACTION_36, SHEIK_ACTION_34);
}
void func_80B3EF80(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_36, SHEIK_ACTION_37);
}
void func_80B3EFA4(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_37, SHEIK_ACTION_38);
}
void func_80B3EFC8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_38, SHEIK_ACTION_39);
}
void func_80B3EFEC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_39, SHEIK_ACTION_40);
}
void func_80B3F010(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (kREG(5) + 140.0f <= xzDistToPlayer) {
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_41;
this->timer = 0.0f;
}
}
void func_80B3F0B8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_41, SHEIK_ACTION_42);
}
void func_80B3F0DC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_42, SHEIK_ACTION_43);
}
void func_80B3F100(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_43, SHEIK_ACTION_44);
}
void EnXc_Serenade(EnXc* this, GlobalContext* globalCtx) {
func_80B3EE74(this, globalCtx);
}
void EnXc_ActionFunc30(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc21(this, globalCtx);
func_80B3EEA4(this);
}
void EnXc_ActionFunc31(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc6(this, globalCtx);
func_80B3C588(this, globalCtx, 4);
func_80B3EEC8(this);
}
void EnXc_ActionFunc32(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc7(this, globalCtx);
func_80B3EEEC(this);
}
void EnXc_ActionFunc33(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc8(this, globalCtx);
func_80B3EF10(this);
}
void EnXc_ActionFunc34(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc9(this, globalCtx);
func_80B3EF34(this);
}
void EnXc_ActionFunc35(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc10(this, globalCtx);
func_80B3EF58(this);
}
void EnXc_ActionFunc36(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc11(this, globalCtx);
func_80B3EF80(this);
}
void EnXc_ActionFunc37(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc12(this, globalCtx);
func_80B3EFA4(this);
}
void EnXc_ActionFunc38(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc13(this, globalCtx);
func_80B3EFC8(this);
}
void EnXc_ActionFunc39(EnXc* this, GlobalContext* globalCtx) {
EnXc_ReverseAccelerate(this, globalCtx);
func_80B3EFEC(this);
}
void EnXc_ActionFunc40(EnXc* this, GlobalContext* globalCtx) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
func_80B3F010(this);
}
void EnXc_ActionFunc41(EnXc* this, GlobalContext* globalCtx) {
EnXc_HaltAndWaitToThrowNut(this, globalCtx);
func_80B3F0B8(this);
}
void EnXc_ActionFunc42(EnXc* this, GlobalContext* globalCtx) {
EnXc_ThrowNut(this, globalCtx);
func_80B3F0DC(this);
}
void EnXc_ActionFunc43(EnXc* this, GlobalContext* globalCtx) {
EnXc_Delete(this, globalCtx);
func_80B3F100(this);
}
void EnXc_ActionFunc44(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3F3C8(EnXc* this, GlobalContext* globalCtx) {
this->action = SHEIK_ACTION_45;
}
void func_80B3F3D8() {
func_800788CC(NA_SE_PL_SKIP);
}
void EnXc_PlayDiveSFX(Vec3f* src, GlobalContext* globalCtx) {
f32 wDest[2];
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, src, &D_80B42DA0, wDest);
func_80078914(&D_80B42DA0, NA_SE_EV_DIVE_INTO_WATER);
}
void EnXc_LakeHyliaDive(GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = npcAction = EnXc_GetCsCmd(globalCtx, 0);
if (npcAction != NULL) {
Vec3f startPos;
startPos.x = npcAction->startPos.x;
startPos.y = npcAction->startPos.y;
startPos.z = npcAction->startPos.z;
EffectSsGRipple_Spawn(globalCtx, &startPos, 100, 500, 0);
EffectSsGRipple_Spawn(globalCtx, &startPos, 100, 500, 10);
EffectSsGRipple_Spawn(globalCtx, &startPos, 100, 500, 20);
EffectSsGSplash_Spawn(globalCtx, &startPos, NULL, NULL, 1, 0);
EnXc_PlayDiveSFX(&startPos, globalCtx);
}
}
void func_80B3F534(GlobalContext* globalCtx) {
CutsceneContext* csCtx = &globalCtx->csCtx;
u16 frameCount = csCtx->frames;
if (frameCount == 310) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0,
WARP_DESTINATION);
}
}
2022-05-12 13:28:24 -04:00
s32 D_80B41DAC = 1;
void func_80B3F59C(EnXc* this, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 0);
if (npcAction != NULL) {
s32 action = npcAction->action;
if (action != D_80B41DAC) {
switch (action) {
case 2:
func_80B3F3D8();
break;
case 3:
EnXc_LakeHyliaDive(globalCtx);
break;
default:
break;
}
D_80B41DAC = action;
}
}
}
void func_80B3F620(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_45, SHEIK_ACTION_46);
}
void func_80B3F644(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_46, SHEIK_ACTION_47);
}
void func_80B3F668(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 4, 4)) {
EnXc_ChangeAnimation(this, &gSheikWalkingAnim, ANIMMODE_LOOP, -12.0f, true);
this->action = SHEIK_ACTION_48;
this->actor.world.rot.y += 0x8000;
this->timer = 0.0f;
}
}
void func_80B3F6DC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_48, SHEIK_ACTION_49);
}
void EnXc_SetupKneelAction(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 16, 4)) {
EnXc_ChangeAnimation(this, &gSheikKneelingAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_KNEEL;
}
}
void func_80B3F754(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 22, 4)) {
EnXc_ChangeAnimation(this, &gSheikAnim_01A048, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_51;
func_80B3C588(this, globalCtx, 4);
}
}
void func_80B3F7BC(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 9, 4)) {
this->action = SHEIK_ACTION_52;
this->drawMode = SHEIK_DRAW_NOTHING;
}
}
void EnXc_ActionFunc45(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc20(this, globalCtx);
func_80B3F620(this);
}
void EnXc_ActionFunc46(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc21(this, globalCtx);
func_80B3F644(this);
}
void EnXc_ActionFunc47(EnXc* this, GlobalContext* globalCtx) {
func_80B3F534(globalCtx);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
func_80B3C588(this, globalCtx, 4);
func_80B3F668(this, globalCtx);
}
void EnXc_ActionFunc48(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc23(this, globalCtx);
func_80B3F6DC(this);
}
void EnXc_ActionFunc49(EnXc* this, GlobalContext* globalCtx) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetWalkingSFX(this, globalCtx);
EnXc_SetupKneelAction(this, globalCtx);
}
void EnXc_Kneel(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
func_80B3F59C(this, globalCtx);
func_80B3C588(this, globalCtx, 4);
func_80B3F754(this, globalCtx);
}
void EnXc_ActionFunc51(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
func_80B3F59C(this, globalCtx);
func_80B3C620(this, globalCtx, 4);
func_80B3F7BC(this, globalCtx);
}
void EnXc_ActionFunc52(EnXc* this, GlobalContext* globalCtx) {
func_80B3F59C(this, globalCtx);
}
void func_80B3FA08(EnXc* this, GlobalContext* globalCtx) {
this->action = SHEIK_ACTION_53;
this->triforceAngle = kREG(24) + 0x53FC;
}
void func_80B3FA2C(void) {
func_800F3F3C(1);
}
void EnXc_PlayTriforceSFX(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
if (this->unk_2A8) {
s32 pad;
Vec3f src;
Vec3f pos;
Vec3f sp1C = { 0.0f, 0.0f, 0.0f };
f32 wDest;
Matrix_MultVec3f(&sp1C, &src);
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &src, &pos, &wDest);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &pos, 80, NA_SE_EV_TRIFORCE_MARK);
this->unk_2A8 = 0;
}
}
void func_80B3FAE0(EnXc* this) {
if (Animation_OnFrame(&this->skelAnime, 38.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_SK_SHOUT);
func_80B3FA2C();
}
}
void EnXc_CalcTriforce(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
if (EnXc_CompareCsAction(this, globalCtx, 21, 4)) {
this->unk_274 = 1;
if (this->unk_2AC == 0) {
this->unk_2AC = 1;
this->unk_2A8 = 1;
}
} else if (EnXc_CompareCsAction(this, globalCtx, 19, 4)) {
this->unk_274 = 2;
}
if (this->unk_274 != 0) {
f32* timer = &this->timer;
s32* prim = this->triforcePrimColor;
s32* env = this->triforceEnvColor;
f32* scale = this->triforceScale;
if (this->unk_274 == 1) {
if (*timer < kREG(25) + 40.0f) {
f32 div = *timer / (kREG(25) + 40.0f);
prim[2] = -85.0f * div + 255;
prim[3] = 255.0f * div;
env[1] = 100.0f * div + 100;
*timer += 1.0f;
} else {
prim[2] = 170;
prim[3] = 255;
env[1] = 200;
}
scale[0] = kREG(19) * 0.1f + 40.0f;
scale[1] = kREG(20) * 0.1f + 40.0f;
scale[2] = kREG(21) * 0.1f + 40.0f;
} else if (this->unk_274 == 2) {
f32 maxTime = (kREG(25) + 40.0f) + (kREG(27) + 90.0f);
if (*timer < maxTime) {
f32 div = (*timer - (kREG(25) + 40.0f)) / (kREG(27) + 90.0f);
scale[0] = (kREG(19) * 0.1f + 40.0f) + div * ((kREG(26) + 50.0f) * (kREG(19) * 0.1f + 40.0f));
scale[1] = (kREG(20) * 0.1f + 40.0f) + div * ((kREG(26) + 50.0f) * (kREG(20) * 0.1f + 40.0f));
scale[2] = (kREG(21) * 0.1f + 40.0f) + div * ((kREG(26) + 50.0f) * (kREG(21) * 0.1f + 40.0f));
*timer += 1.0f;
} else {
scale[0] = (kREG(19) * 0.1f + 40.0f) * (kREG(26) + 50.0f);
scale[1] = (kREG(20) * 0.1f + 40.0f) * (kREG(26) + 50.0f);
scale[2] = (kREG(21) * 0.1f + 40.0f) * (kREG(26) + 50.0f);
}
this->triforceAngle += (s16)(kREG(28) + 0x2EE0);
}
}
}
void func_80B3FF0C(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CsActionsAreNotEqual(this, globalCtx, 1, 4)) {
CutsceneContext* csCtx = &globalCtx->csCtx;
if (csCtx->state != 0) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL) {
PosRot* posRot = &this->actor.world;
ActorShape* shape = &this->actor.shape;
Vec3i* startPos = &npcAction->startPos;
posRot->pos.x = startPos->x;
posRot->pos.y = startPos->y;
posRot->pos.z = startPos->z;
posRot->rot.y = shape->rot.y = npcAction->rot.y;
}
}
this->action = SHEIK_ACTION_54;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
}
void EnXc_SetupShowTriforceAction(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 10, 4)) {
Animation_Change(&this->skelAnime, &gSheikShowingTriforceOnHandAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikShowingTriforceOnHandAnim), ANIMMODE_ONCE, -8.0f);
this->action = SHEIK_ACTION_SHOW_TRIFORCE;
this->drawMode = SHEIK_DRAW_TRIFORCE;
}
}
void EnXc_SetupShowTriforceIdleAction(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gSheikShowingTriforceOnHandIdleAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikShowingTriforceOnHandIdleAnim), ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_SHOW_TRIFORCE_IDLE;
}
}
void func_80B400AC(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 9, 4)) {
Actor_Kill(&this->actor);
}
}
void EnXc_ActionFunc53(EnXc* this, GlobalContext* globalCtx) {
func_80B3FF0C(this, globalCtx);
}
void EnXc_ActionFunc54(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupShowTriforceAction(this, globalCtx);
func_80B3C888(this, globalCtx);
}
void EnXc_ShowTriforce(EnXc* this, GlobalContext* globalCtx) {
s32 animFinished = EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_CalcTriforce(&this->actor, globalCtx);
func_80B3FAE0(this);
EnXc_SetupShowTriforceIdleAction(this, animFinished);
func_80B3C888(this, globalCtx);
}
void EnXc_ShowTriforceIdle(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_CalcTriforce(&this->actor, globalCtx);
func_80B400AC(this, globalCtx);
}
s32 EnXc_TriforceOverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
if (limbIndex == 15) {
*dList = gSheikDL_011620;
}
return 0;
}
void EnXc_TriforcePostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
s32 pad[2];
EnXc* this = (EnXc*)thisx;
if (limbIndex == 15) {
Vec3f vec = { 0.0f, 0.0f, 0.0f };
EnXc_PlayTriforceSFX(&this->actor, globalCtx);
Matrix_MultVec3f(&vec, &this->handPos);
this->unk_2BC = 1;
}
}
void EnXc_DrawTriforce(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
s32 pad;
s16 eyeIdx = this->eyeIdx;
void* eyeTexture = sEyeTextures[eyeIdx];
SkelAnime* skelAnime = &this->skelAnime;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s32 pad2;
OPEN_DISPS(gfxCtx);
if (this->unk_2BC != 0) {
Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
s32* primColor = this->triforcePrimColor;
s32* envColor = this->triforceEnvColor;
f32* scale = this->triforceScale;
Matrix_Push();
Matrix_Translate(kREG(16) + 100.0f, kREG(17) + 4460.0f, kREG(18) + 1190.0f, MTXMODE_APPLY);
Matrix_RotateZYX(kREG(22), kREG(23), this->triforceAngle, MTXMODE_APPLY);
Matrix_Scale(scale[0], scale[1], scale[2], MTXMODE_APPLY);
MATRIX_TOMTX(mtx);
Matrix_Pop();
func_80093D84(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, primColor[2], primColor[3]);
gDPSetEnvColor(POLY_XLU_DISP++, 255, envColor[1], 0, 128);
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gSheikDL_012970);
}
func_8002EBCC(thisx, globalCtx, 0);
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTexture));
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnXc_TriforceOverrideLimbDraw, EnXc_TriforcePostLimbDraw, this);
CLOSE_DISPS(gfxCtx);
}
void func_80B40590(EnXc* this, GlobalContext* globalCtx) {
this->action = SHEIK_ACTION_NOCTURNE_INIT;
this->drawMode = SHEIK_DRAW_SQUINT;
}
void EnXc_SetThrownAroundSFX(EnXc* this) {
SkelAnime* skelAnime = &this->skelAnime;
if (Animation_OnFrame(skelAnime, 9.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_PL_BOUND_GRASS);
func_80078914(&this->actor.projectedPos, NA_SE_VO_SK_CRASH);
} else if (Animation_OnFrame(skelAnime, 26.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_PL_BOUND_GRASS);
} else if (Animation_OnFrame(skelAnime, 28.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_PL_WALK_GRASS);
} else if (Animation_OnFrame(skelAnime, 34.0f)) {
func_80078914(&this->actor.projectedPos, NA_SE_PL_WALK_GRASS);
}
}
void EnXc_PlayLinkScreamSFX(EnXc* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.frames == 1455) {
func_800F3F3C(7);
}
}
void EnXc_SetCrySFX(EnXc* this, GlobalContext* globalCtx) {
CutsceneContext* csCtx = &globalCtx->csCtx;
if (csCtx->frames == 869) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_SK_CRY_0);
} else if (csCtx->frames == 939) {
func_80078914(&this->actor.projectedPos, NA_SE_VO_SK_CRY_1);
}
}
void func_80B406F8(Actor* thisx) {
EnXc* this = (EnXc*)thisx;
this->action = SHEIK_ACTION_NOCTURNE_INIT;
this->drawMode = SHEIK_DRAW_NOTHING;
this->actor.shape.shadowAlpha = 0;
}
void EnXc_SetupIdleInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
ActorShape* actorShape = &this->actor.shape;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_IDLE;
this->drawMode = SHEIK_DRAW_SQUINT;
actorShape->shadowAlpha = 255;
}
void EnXc_SetupDefenseStance(Actor* thisx) {
EnXc* this = (EnXc*)thisx;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikDefenseStanceAnim);
Animation_Change(skelAnime, &gSheikDefenseStanceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -8.0f);
this->action = SHEIK_ACTION_DEFENSE_STANCE;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
void EnXc_SetupContortions(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
func_80B3C588(this, globalCtx, 4);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gSheikContortionsAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikContortionsAnim),
ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_CONTORT;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupFallInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
func_80B3C588(this, globalCtx, 4);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gSheikFallingFromContortionsAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikFallingFromContortionsAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_FALL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupHittingGroundInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gSheikHittingGroundAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gSheikHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_HIT_GROUND;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40A78(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gSheikHittingGroundAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gSheikHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_63;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupKneelInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gSheikKneelingAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gSheikKneelingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_KNEEL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40BB4(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_65;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40C50(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_65, SHEIK_ACTION_66);
}
void func_80B40C74(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_66, SHEIK_ACTION_67);
}
void func_80B40C98(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_67, SHEIK_ACTION_68);
}
void func_80B40CBC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_68, SHEIK_ACTION_69);
}
void func_80B40CE0(EnXc* this) {
func_80B3C7D4(this, SHEIK_ACTION_69, SHEIK_ACTION_70, SHEIK_ACTION_68);
}
void func_80B40D08(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_70, SHEIK_ACTION_71);
}
void func_80B40D2C(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_71, SHEIK_ACTION_72);
}
void func_80B40D50(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_72, SHEIK_ACTION_NOCTURNE_REVERSE_ACCEL);
}
void func_80B40D74(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_REVERSE_ACCEL, SHEIK_ACTION_NOCTURNE_REVERSE_WALK);
}
void EnXc_SetupReverseHaltInNocturneCS(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (kREG(5) + 140.0f <= xzDistToPlayer) {
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_NOCTURNE_REVERSE_HALT;
this->timer = 0.0f;
}
}
void func_80B40E40(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_REVERSE_HALT, SHEIK_ACTION_NOCTURNE_THROW_NUT);
}
void func_80B40E64(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_THROW_NUT, SHEIK_ACTION_77);
}
void func_80B40E88(EnXc* this) {
EnXc_CheckAndSetAction(this, SHEIK_ACTION_77, SHEIK_ACTION_78);
}
s32 EnXc_SetupNocturneState(Actor* thisx, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, 4);
if (npcAction != NULL) {
s32 action = npcAction->action;
EnXc* this = (EnXc*)thisx;
s32 prevAction = this->unk_26C;
if (action != prevAction) {
switch (action) {
case 1:
func_80B406F8(thisx);
break;
case 6:
EnXc_SetupIdleInNocturne(this, globalCtx);
break;
case 20:
EnXc_SetupDefenseStance(thisx);
break;
case 18:
EnXc_SetupContortions(this, globalCtx);
break;
case 14:
EnXc_SetupFallInNocturne(this, globalCtx);
break;
case 19:
EnXc_SetupHittingGroundInNocturne(this, globalCtx);
break;
case 15:
func_80B40A78(this, globalCtx);
break;
case 16:
EnXc_SetupKneelInNocturne(this, globalCtx);
break;
case 17:
func_80B40BB4(this, globalCtx);
break;
case 9:
Actor_Kill(thisx);
break;
default:
osSyncPrintf("En_Oa2_Stalker_Check_DemoMode:そんな動作は無い!!!!!!!!\n");
break;
}
this->unk_26C = action;
return 1;
}
}
return 0;
}
void EnXc_InitialNocturneAction(EnXc* this, GlobalContext* globalCtx) {
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_IdleInNocturne(EnXc* this, GlobalContext* globalCtx) {
func_80B3C588(this, globalCtx, 4);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_DefenseStance(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_Contort(EnXc* this, GlobalContext* globalCtx) {
EnXc_SetCrySFX(this, globalCtx);
EnXc_AnimIsFinished(this);
EnXc_SetEyePattern(this);
if (!EnXc_SetupNocturneState(&this->actor, globalCtx)) {
func_80B3C924(this, globalCtx);
EnXc_BgCheck(this, globalCtx);
}
}
void EnXc_FallInNocturne(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_SetEyePattern(this);
EnXc_SetThrownAroundSFX(this);
if (!EnXc_SetupNocturneState(&this->actor, globalCtx)) {
func_80B3C8CC(this, globalCtx);
EnXc_BgCheck(this, globalCtx);
}
}
void EnXc_HitGroundInNocturne(EnXc* this, GlobalContext* globalCtx) {
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_ActionFunc63(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_PlayLinkScreamSFX(this, globalCtx);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_KneelInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupNocturneState(&this->actor, globalCtx);
}
void EnXc_ActionFunc65(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc6(this, globalCtx);
func_80B3C588(this, globalCtx, 4);
func_80B40C50(this);
}
void EnXc_ActionFunc66(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc7(this, globalCtx);
func_80B40C74(this);
}
void EnXc_ActionFunc67(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc8(this, globalCtx);
func_80B40C98(this);
}
void EnXc_ActionFunc68(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc9(this, globalCtx);
func_80B40CBC(this);
}
void EnXc_ActionFunc69(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc10(this, globalCtx);
func_80B40CE0(this);
}
void EnXc_ActionFunc70(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc11(this, globalCtx);
func_80B40D08(this);
}
void EnXc_ActionFunc71(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc12(this, globalCtx);
func_80B40D2C(this);
}
void EnXc_ActionFunc72(EnXc* this, GlobalContext* globalCtx) {
EnXc_ActionFunc13(this, globalCtx);
func_80B40D50(this);
}
void EnXc_ReverseAccelInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
EnXc_ReverseAccelerate(this, globalCtx);
func_80B40D74(this);
}
void EnXc_ReverseWalkInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
func_80B3D710(this);
EnXc_AnimIsFinished(this);
EnXc_BgCheck(this, globalCtx);
EnXc_SetEyePattern(this);
EnXc_SetupReverseHaltInNocturneCS(this);
}
void EnXc_ReverseHaltInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
EnXc_HaltAndWaitToThrowNut(this, globalCtx);
func_80B40E40(this);
}
void EnXc_ThrowNutInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
EnXc_ThrowNut(this, globalCtx);
func_80B40E64(this);
}
void EnXc_DeleteInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
EnXc_Delete(this, globalCtx);
func_80B40E88(this);
}
void EnXc_KillInNocturneCS(EnXc* this, GlobalContext* globalCtx) {
Actor_Kill(&this->actor);
}
void EnXc_DrawSquintingEyes(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
SkelAnime* skelAnime = &this->skelAnime;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gSheikEyeSquintingTex));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gSheikEyeSquintingTex));
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, NULL, NULL,
NULL);
CLOSE_DISPS(gfxCtx);
}
void EnXc_InitTempleOfTime(EnXc* this, GlobalContext* globalCtx) {
if (LINK_IS_ADULT) {
if (!(gSaveContext.eventChkInf[12] & 0x20)) {
gSaveContext.eventChkInf[12] |= 0x20;
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gTempleOfTimeFirstAdultCs);
gSaveContext.cutsceneTrigger = 1;
func_80B3EBF0(this, globalCtx);
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
} else if ((!(gSaveContext.eventChkInf[5] & 0x20) && (gSaveContext.eventChkInf[4] & 0x100) &&
!gSaveContext.n64ddFlag) ||
(!(gSaveContext.eventChkInf[5] & 0x20) && CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) &&
gSaveContext.n64ddFlag)) {
if (!gSaveContext.n64ddFlag) {
gSaveContext.eventChkInf[5] |= 0x20;
Item_Give(globalCtx, ITEM_SONG_PRELUDE);
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gTempleOfTimePreludeCs);
gSaveContext.cutsceneTrigger = 1;
this->action = SHEIK_ACTION_30;
} else {
GivePlayerRandoRewardSheikSong(this, globalCtx, RC_SHEIK_AT_TEMPLE, 0x20, GI_PRELUDE_OF_LIGHT);
}
} else if (!(gSaveContext.eventChkInf[5] & 0x20)) {
func_80B3C9EC(this);
} else {
Actor_Kill(&this->actor);
}
} else {
Actor_Kill(&this->actor);
}
}
void EnXc_SetupDialogueAction(EnXc* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->action = SHEIK_ACTION_IN_DIALOGUE;
} else {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) {
this->actor.textId = 0x7010;
} else {
this->actor.textId = 0x700F;
}
func_8002F2F4(&this->actor, globalCtx);
}
}
void func_80B41798(EnXc* this, GlobalContext* globalCtx) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
this->action = SHEIK_ACTION_BLOCK_PEDESTAL;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
}
}
void EnXc_BlockingPedestalAction(EnXc* this, GlobalContext* globalCtx) {
EnXc_BgCheck(this, globalCtx);
EnXc_UpdateCollider(&this->actor, globalCtx);
EnXc_CalculateHeadTurn(this, globalCtx);
EnXc_AnimIsFinished(this);
EnXc_SetEyePattern(this);
EnXc_SetupDialogueAction(this, globalCtx);
}
void EnXc_ActionFunc80(EnXc* this, GlobalContext* globalCtx) {
EnXc_BgCheck(this, globalCtx);
EnXc_UpdateCollider(&this->actor, globalCtx);
EnXc_CalculateHeadTurn(this, globalCtx);
EnXc_AnimIsFinished(this);
EnXc_SetEyePattern(this);
func_80B41798(this, globalCtx);
}
static EnXcActionFunc sActionFuncs[] = {
EnXc_ActionFunc0,
EnXc_ActionFunc1,
EnXc_GracefulFall,
EnXc_Accelerate,
EnXc_Walk,
EnXc_Stopped,
EnXc_ActionFunc6,
EnXc_ActionFunc7,
EnXc_ActionFunc8,
EnXc_ActionFunc9,
EnXc_ActionFunc10,
EnXc_ActionFunc11,
EnXc_ActionFunc12,
EnXc_ActionFunc13,
EnXc_ReverseAccelerate,
EnXc_ActionFunc15,
EnXc_HaltAndWaitToThrowNut,
EnXc_ThrowNut,
EnXc_Delete,
EnXc_Fade,
EnXc_ActionFunc20,
EnXc_ActionFunc21,
EnXc_ActionFunc22,
EnXc_ActionFunc23,
EnXc_ActionFunc24,
EnXc_ActionFunc25,
EnXc_ActionFunc26,
EnXc_ActionFunc27,
EnXc_ActionFunc28,
EnXc_Serenade,
EnXc_ActionFunc30,
EnXc_ActionFunc31,
EnXc_ActionFunc32,
EnXc_ActionFunc33,
EnXc_ActionFunc34,
EnXc_ActionFunc35,
EnXc_ActionFunc36,
EnXc_ActionFunc37,
EnXc_ActionFunc38,
EnXc_ActionFunc39,
EnXc_ActionFunc40,
EnXc_ActionFunc41,
EnXc_ActionFunc42,
EnXc_ActionFunc43,
EnXc_ActionFunc44,
EnXc_ActionFunc45,
EnXc_ActionFunc46,
EnXc_ActionFunc47,
EnXc_ActionFunc48,
EnXc_ActionFunc49,
EnXc_Kneel,
EnXc_ActionFunc51,
EnXc_ActionFunc52,
EnXc_ActionFunc53,
EnXc_ActionFunc54,
EnXc_ShowTriforce,
EnXc_ShowTriforceIdle,
EnXc_InitialNocturneAction,
EnXc_IdleInNocturne,
EnXc_DefenseStance,
EnXc_Contort,
EnXc_FallInNocturne,
EnXc_HitGroundInNocturne,
EnXc_ActionFunc63,
EnXc_KneelInNocturneCS,
EnXc_ActionFunc65,
EnXc_ActionFunc66,
EnXc_ActionFunc67,
EnXc_ActionFunc68,
EnXc_ActionFunc69,
EnXc_ActionFunc70,
EnXc_ActionFunc71,
EnXc_ActionFunc72,
EnXc_ReverseAccelInNocturneCS,
EnXc_ReverseWalkInNocturneCS,
EnXc_ReverseHaltInNocturneCS,
EnXc_ThrowNutInNocturneCS,
EnXc_DeleteInNocturneCS,
EnXc_KillInNocturneCS,
EnXc_BlockingPedestalAction,
EnXc_ActionFunc80,
};
void EnXc_Update(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
s32 action = this->action;
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
if (this->actor.params == SHEIK_TYPE_9) {
if (gSaveContext.n64ddFlag && LINK_IS_ADULT) {
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) && !(gSaveContext.eventChkInf[5] & 0x20)) {
GivePlayerRandoRewardSheikSong(this, globalCtx, RC_SHEIK_AT_TEMPLE, 0x20, GI_PRELUDE_OF_LIGHT);
}
}
}
if ((action < 0) || (action >= ARRAY_COUNT(sActionFuncs)) || (sActionFuncs[action] == NULL)) {
osSyncPrintf(VT_FGCOL(RED) "メインモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
} else {
sActionFuncs[action](this, globalCtx);
}
}
void EnXc_Init(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gSheikSkel, &gSheikIdleAnim, this->jointTable, this->morphTable,
ARRAY_COUNT(this->jointTable));
EnXc_InitCollider(thisx, globalCtx);
switch (this->actor.params) {
case SHEIK_TYPE_1:
func_80B3EBF0(this, globalCtx);
break;
case SHEIK_TYPE_2: // Beta Serenade Cutscene or Learning Prelude
func_80B3EE64(this, globalCtx);
break;
case SHEIK_TYPE_3:
func_80B3F3C8(this, globalCtx);
break;
case SHEIK_TYPE_4:
func_80B3FA08(this, globalCtx);
break;
case SHEIK_TYPE_5:
func_80B40590(this, globalCtx);
break;
case SHEIK_TYPE_MINUET:
func_80B3CA38(this, globalCtx);
break;
case SHEIK_TYPE_BOLERO:
func_80B3CB58(this, globalCtx);
break;
case SHEIK_TYPE_SERENADE:
EnXc_SetupSerenadeAction(this, globalCtx);
break;
case SHEIK_TYPE_9:
EnXc_InitTempleOfTime(this, globalCtx);
break;
case SHEIK_TYPE_0:
EnXc_DoNothing(this, globalCtx);
break;
default:
osSyncPrintf(VT_FGCOL(RED) " En_Oa2 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
EnXc_DoNothing(this, globalCtx);
}
}
s32 EnXc_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnXc* this = (EnXc*)thisx;
if (this->unk_30C != 0) {
if (limbIndex == 9) {
rot->x += this->npcInfo.unk_0E.y;
rot->y -= this->npcInfo.unk_0E.x;
} else if (limbIndex == 16) {
rot->x += this->npcInfo.unk_08.y;
rot->z += this->npcInfo.unk_08.x;
}
}
return 0;
}
void EnXc_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
if (limbIndex == 16) {
EnXc* this = (EnXc*)thisx;
Vec3f src = { 0.0f, 10.0f, 0.0f };
Vec3f dest;
Matrix_MultVec3f(&src, &dest);
this->actor.focus.pos.x = dest.x;
this->actor.focus.pos.y = dest.y;
this->actor.focus.pos.z = dest.z;
this->actor.focus.rot.x = this->actor.world.rot.x;
this->actor.focus.rot.y = this->actor.world.rot.y;
this->actor.focus.rot.z = this->actor.world.rot.z;
}
}
void EnXc_DrawNothing(Actor* thisx, GlobalContext* globalCtx) {
}
void EnXc_DrawDefault(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnXc* this = (EnXc*)thisx;
s16 eyeIdx = this->eyeIdx;
void* eyeSegment = sEyeTextures[eyeIdx];
SkelAnime* skelAnime = &this->skelAnime;
GraphicsContext* localGfxCtx = globalCtx->state.gfxCtx;
GraphicsContext* gfxCtx = localGfxCtx;
OPEN_DISPS(gfxCtx);
func_8002EBCC(&this->actor, globalCtx, 0);
func_80093D18(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeSegment));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeSegment));
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnXc_OverrideLimbDraw, EnXc_PostLimbDraw, this);
CLOSE_DISPS(gfxCtx);
}
static EnXcDrawFunc sDrawFuncs[] = {
EnXc_DrawNothing, EnXc_DrawDefault, EnXc_DrawPullingOutHarp,
EnXc_DrawHarp, EnXc_DrawTriforce, EnXc_DrawSquintingEyes,
};
void EnXc_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = (EnXc*)thisx;
if (this->drawMode < 0 || this->drawMode > 5 || sDrawFuncs[this->drawMode] == NULL) {
// "Draw mode is abnormal!!!!!!!!!!!!!!!!!!!!!!!!!"
osSyncPrintf(VT_FGCOL(RED) "描画モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
} else {
sDrawFuncs[this->drawMode](thisx, globalCtx);
}
}
const ActorInit En_Xc_InitVars = {
ACTOR_EN_XC,
ACTORCAT_NPC,
FLAGS,
OBJECT_XC,
sizeof(EnXc),
(ActorFunc)EnXc_Init,
(ActorFunc)EnXc_Destroy,
(ActorFunc)EnXc_Update,
(ActorFunc)EnXc_Draw,
(ActorResetFunc)EnXc_Reset,
};
void EnXc_Reset(void) {
D_80B41D90 = 0;
2022-05-12 13:28:24 -04:00
sEnXcFlameSpawned = false;
D_80B41DA8 = 1;
D_80B41DAC = 1;
}