mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-11 20:15:07 -05:00
2308ab8823
* Bump LUS * Ship -> LUS namespace change * z_scene_otr Ship -> LUS namespace * Starting to get SoH to build with LUS imgui changes. * start stuff * gamecontroleditor build issues resolved maybe * cosmetics editor and what not * console * actor viewer * more stuff * more stuff * on to errors that make sense * putting this down for a bit * no idea what these errors mean now * some kind of progress maybe * latest lus main * more * back to linker errors and being lost * Fixes command function signature. * More fixes * Even more fixes * Bump LUS * More Fixes. * Fixes even more errors. * lus bump * input editor as var * audio editor working * it builds with this * bump lus * it opens * bump lus to latest main again * make sure to do all the command registering in debugconsole * lus and what not * switch type stuff plz * undo * do the thing that fixes the thing * fix mac? * correctly show/hide menubar on boot * bump lus * input blocking updates * bump lus * Bump LUS * Press F1 to open enhancement menus moved to SoH * lus and rendering backend stuff * audio backend and lus * Bump LUS * Fixes WindowBackend dropdown * Bump LUS * misc -> utils and moves binarytools to utils. * Window refactor * bump lus * make it work * Fixes for moved files again * Bump LUS * Mercury -> Config * Bump LUS * Reacts to removed LUS hooks and bump LUS * Remove Hook: GfxInit * Removes debug audio_setgamevolume to 1 * use non-crashing branch of lus * fix: make audio init work without hooks * game icon stuff * multifix bmp * use input viewer class branch for now * just "Ship" it's cleaner * Bump LUS * Removed ExitGame hook. * Bump LUS * Hook system removed from LUS. * More LUS updates * Changes to make window position saving. * Bump LUS * Bump LUS (for real) * LUS resources now return a specialized pointer. * Bump LUS * Fixes issue in SetPathways::GetPointerSize * Bump LUS to 1.0.0 * builds but crashes * fix crash * better macro names in debug console * remove commeted out line * remove redundant check tracker settings window logic * remove commented out line * move the * * remove extra seqplayers enum def * this sneaky little guy was hiding behind a wii u ifdef * remove extra check tracker header --------- Co-authored-by: Kenix <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice>
2061 lines
78 KiB
C
2061 lines
78 KiB
C
#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#include "objects/object_link_boy/object_link_boy.h"
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#include "objects/object_link_child/object_link_child.h"
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#include "objects/object_triforce_spot/object_triforce_spot.h"
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#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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typedef struct {
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/* 0x00 */ u8 flag;
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/* 0x02 */ u16 textId;
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} TextTriggerEntry; // size = 0x04
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typedef struct {
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/* 0x00 */ void* dList;
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/* 0x04 */ Vec3f pos;
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} BowStringData; // size = 0x10
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FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
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s16 sBootData[PLAYER_BOOTS_MAX][17] = {
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{ 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
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{ 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 },
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{ 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 },
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{ 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 },
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{ 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 },
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{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
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};
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// Used to map action params to model groups
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u8 sActionModelGroups[] = {
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3, 15, 10, 2, 2, 5, 10, 11, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 7, 7, 8, 3, 3, 6, 3, 3, 3, 3, 12, 13, 14, 14, 14, 14,
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14, 14, 14, 14, 14, 14, 14, 14, 14, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
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3, 3, 3, 3, 3, 3, 3, 3
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};
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TextTriggerEntry sTextTriggers[] = {
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{ 1, 0x3040 },
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{ 2, 0x401D },
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{ 0, 0x0000 },
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{ 2, 0x401D },
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};
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// Used to map model groups to model types for [animation, left hand, right hand, sheath, waist]
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u8 gPlayerModelTypes[][5] = {
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{ 2, 0, 10, 16, 20 }, { 1, 2, 9, 19, 20 }, { 1, 2, 10, 17, 20 }, { 0, 0, 8, 18, 20 },
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{ 0, 0, 8, 18, 20 }, { 3, 4, 9, 19, 20 }, { 4, 1, 11, 18, 20 }, { 5, 0, 8, 18, 20 },
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{ 0, 6, 8, 18, 20 }, { 4, 0, 15, 18, 20 }, { 3, 1, 9, 18, 20 }, { 3, 5, 9, 18, 20 },
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{ 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 },
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};
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Gfx* D_80125CE8[] = {
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gLinkAdultRightHandClosedNearDL,
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gLinkChildRightHandClosedNearDL,
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gLinkAdultRightHandClosedFarDL,
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gLinkChildRightHandClosedFarDL,
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gLinkAdultRightHandClosedNearDL,
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gLinkChildRightFistAndDekuShieldNearDL,
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gLinkAdultRightHandClosedFarDL,
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gLinkChildRightFistAndDekuShieldFarDL,
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gLinkAdultRightHandHoldingHylianShieldNearDL,
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gLinkChildRightHandClosedNearDL,
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gLinkAdultRightHandHoldingHylianShieldFarDL,
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gLinkChildRightHandClosedFarDL,
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gLinkAdultRightHandHoldingMirrorShieldNearDL,
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gLinkChildRightHandClosedNearDL,
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gLinkAdultRightHandHoldingMirrorShieldFarDL,
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gLinkChildRightHandClosedFarDL,
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};
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Gfx* D_80125D28[] = {
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gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
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gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
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gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL,
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gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL,
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gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL,
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gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL,
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gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
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gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
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NULL, NULL,
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NULL, NULL,
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NULL, gLinkChildDekuShieldWithMatrixDL,
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NULL, gLinkChildDekuShieldWithMatrixDL,
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};
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Gfx* D_80125D88[] = {
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gLinkAdultSheathNearDL,
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gLinkChildSheathNearDL,
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gLinkAdultSheathFarDL,
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gLinkChildSheathFarDL,
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gLinkAdultSheathNearDL,
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gLinkChildDekuShieldAndSheathNearDL,
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gLinkAdultSheathFarDL,
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gLinkChildDekuShieldAndSheathFarDL,
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gLinkAdultHylianShieldAndSheathNearDL,
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gLinkChildHylianShieldAndSheathNearDL,
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gLinkAdultHylianShieldAndSheathFarDL,
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gLinkChildHylianShieldAndSheathFarDL,
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gLinkAdultMirrorShieldAndSheathNearDL,
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gLinkChildSheathNearDL,
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gLinkAdultMirrorShieldAndSheathFarDL,
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gLinkChildSheathFarDL,
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NULL,
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NULL,
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NULL,
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NULL,
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gLinkAdultSheathNearDL,
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gLinkChildDekuShieldWithMatrixDL,
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gLinkAdultSheathNearDL,
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gLinkChildDekuShieldWithMatrixDL,
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};
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Gfx* D_80125DE8[] = {
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gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL,
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gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
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gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL,
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gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
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};
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Gfx* D_80125E08[] = {
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gLinkAdultLeftHandNearDL,
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gLinkChildLeftHandNearDL,
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gLinkAdultLeftHandFarDL,
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gLinkChildLeftHandFarDL,
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};
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Gfx* D_80125E18[] = {
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gLinkAdultLeftHandClosedNearDL,
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gLinkChildLeftFistNearDL,
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gLinkAdultLeftHandClosedFarDL,
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gLinkChildLeftFistFarDL,
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};
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Gfx* D_80125E28[] = {
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gLinkAdultLeftHandHoldingMasterSwordNearDL,
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gLinkChildLeftFistAndKokiriSwordNearDL,
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gLinkAdultLeftHandHoldingMasterSwordFarDL,
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gLinkChildLeftFistAndKokiriSwordFarDL,
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};
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Gfx* D_80125E38[] = {
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gLinkAdultLeftHandHoldingMasterSwordNearDL,
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gLinkChildLeftFistAndKokiriSwordNearDL,
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gLinkAdultLeftHandHoldingMasterSwordFarDL,
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gLinkChildLeftFistAndKokiriSwordFarDL,
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};
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Gfx* D_80125E48[] = {
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gLinkAdultRightHandNearDL,
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gLinkChildRightHandNearDL,
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gLinkAdultRightHandFarDL,
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gLinkChildRightHandFarDL,
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};
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Gfx* D_80125E58[] = {
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gLinkAdultRightHandClosedNearDL,
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gLinkChildRightHandClosedNearDL,
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gLinkAdultRightHandClosedFarDL,
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gLinkChildRightHandClosedFarDL,
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};
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Gfx* D_80125E68[] = {
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gLinkAdultRightHandHoldingBowNearDL,
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gLinkChildRightHandHoldingSlingshotNearDL,
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gLinkAdultRightHandHoldingBowFarDL,
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gLinkChildRightHandHoldingSlingshotFarDL,
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};
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Gfx* D_80125E78[] = {
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gLinkAdultMasterSwordAndSheathNearDL,
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gLinkChildSwordAndSheathNearDL,
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gLinkAdultMasterSwordAndSheathFarDL,
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gLinkChildSwordAndSheathFarDL,
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};
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Gfx* D_80125E88[] = {
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gLinkAdultSheathNearDL,
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gLinkChildSheathNearDL,
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gLinkAdultSheathFarDL,
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gLinkChildSheathFarDL,
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};
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Gfx* D_80125E98[] = {
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gLinkAdultWaistNearDL,
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gLinkChildWaistNearDL,
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gLinkAdultWaistFarDL,
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gLinkChildWaistFarDL,
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};
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Gfx* D_80125EA8[] = {
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gLinkAdultRightHandHoldingBowNearDL,
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gLinkChildRightHandHoldingSlingshotNearDL,
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gLinkAdultRightHandHoldingBowFarDL,
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gLinkChildRightHandHoldingSlingshotFarDL,
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};
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Gfx* D_80125EB8[] = {
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gLinkAdultRightHandHoldingOotNearDL,
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gLinkChildRightHandHoldingFairyOcarinaNearDL,
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gLinkAdultRightHandHoldingOotFarDL,
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gLinkChildRightHandHoldingFairyOcarinaFarDL,
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};
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Gfx* D_80125EC8[] = {
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gLinkAdultRightHandHoldingOotNearDL,
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gLinkChildRightHandAndOotNearDL,
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gLinkAdultRightHandHoldingOotFarDL,
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gLinkChildRightHandHoldingOOTFarDL,
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};
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Gfx* D_80125ED8[] = {
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gLinkAdultRightHandHoldingHookshotNearDL,
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gLinkChildRightHandNearDL,
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gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
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gLinkChildRightHandFarDL,
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};
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Gfx* D_80125EE8[] = {
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gLinkAdultLeftHandHoldingHammerNearDL,
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gLinkChildLeftHandNearDL,
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gLinkAdultLeftHandHoldingHammerFarDL,
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gLinkChildLeftHandFarDL,
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};
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Gfx* D_80125EF8[] = {
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gLinkAdultLeftHandNearDL,
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gLinkChildLeftFistAndBoomerangNearDL,
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gLinkAdultLeftHandFarDL,
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gLinkChildLeftFistAndBoomerangFarDL,
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};
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Gfx* D_80125F08[] = {
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gLinkAdultLeftHandOutNearDL,
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gLinkChildLeftHandUpNearDL,
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gLinkAdultLeftHandOutNearDL,
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gLinkChildLeftHandUpNearDL,
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};
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Gfx* sArmOutDLs[] = {
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gLinkAdultRightArmOutNearDL,
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NULL,
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};
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Gfx* sHandOutDLs[] = {
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gLinkAdultRightHandOutNearDL,
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NULL,
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};
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Gfx* sRightShoulderNearDLs[] = {
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gLinkAdultRightShoulderNearDL,
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gLinkChildRightShoulderNearDL,
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};
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Gfx* D_80125F30[] = {
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gLinkAdultLeftArmOutNearDL,
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NULL,
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};
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Gfx* sHoldingFirstPersonWeaponDLs[] = {
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gLinkAdultRightHandHoldingBowFirstPersonDL,
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gLinkChildRightArmStretchedSlingshotDL,
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};
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// Indexed by model types (left hand, right hand, sheath or waist)
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Gfx** sPlayerDListGroups[] = {
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D_80125E08, D_80125E18, D_80125E38, D_80125E28, D_80125DE8, D_80125EE8, D_80125EF8,
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D_80125F08, D_80125E48, D_80125E58, D_80125CE8, D_80125E68, D_80125EA8, D_80125EB8,
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D_80125EC8, D_80125ED8, D_80125E78, D_80125E88, D_80125D28, D_80125D88, D_80125E98,
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};
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Gfx gCullBackDList[] = {
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gsSPSetGeometryMode(G_CULL_BACK),
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gsSPEndDisplayList(),
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};
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Gfx gCullFrontDList[] = {
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gsSPSetGeometryMode(G_CULL_FRONT),
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gsSPEndDisplayList(),
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};
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Vec3f* D_80160000;
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s32 sDListsLodOffset;
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Vec3f sGetItemRefPos;
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s32 D_80160014;
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s32 D_80160018;
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void Player_SetBootData(PlayState* play, Player* this) {
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s32 currentBoots;
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s16* bootRegs;
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REG(27) = 2000;
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REG(48) = 370;
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currentBoots = this->currentBoots;
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if (currentBoots == PLAYER_BOOTS_KOKIRI) {
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if (!LINK_IS_ADULT) {
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currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
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}
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} else if (currentBoots == PLAYER_BOOTS_IRON) {
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if (this->stateFlags1 & 0x8000000) {
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currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
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}
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REG(27) = 500;
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REG(48) = 100;
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}
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bootRegs = sBootData[currentBoots];
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REG(19) = bootRegs[0];
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REG(30) = bootRegs[1];
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REG(32) = bootRegs[2];
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REG(34) = bootRegs[3];
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REG(35) = bootRegs[4];
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REG(36) = bootRegs[5];
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REG(37) = bootRegs[6];
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REG(38) = bootRegs[7];
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REG(43) = bootRegs[8];
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REG(45) = bootRegs[9];
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REG(68) = bootRegs[10];
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REG(69) = bootRegs[11];
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IREG(66) = bootRegs[12];
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IREG(67) = bootRegs[13];
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IREG(68) = bootRegs[14];
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IREG(69) = bootRegs[15];
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MREG(95) = bootRegs[16];
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if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) {
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REG(45) = 500;
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}
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}
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// Custom method used to determine if we're using a custom model for link
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uint8_t Player_IsCustomLinkModel() {
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return (LINK_IS_ADULT && ResourceGetIsCustomByName(gLinkAdultSkel)) ||
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(LINK_IS_CHILD && ResourceGetIsCustomByName(gLinkChildSkel));
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}
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) ||
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(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
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((gSaveContext.magicState != 0) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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}
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s32 Player_InCsMode(PlayState* play) {
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Player* this = GET_PLAYER(play);
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return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
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}
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s32 func_8008E9C4(Player* this) {
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return (this->stateFlags1 & 0x10);
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}
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s32 Player_IsChildWithHylianShield(Player* this) {
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return gSaveContext.linkAge != 0 && (this->currentShield == PLAYER_SHIELD_HYLIAN);
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}
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s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
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s32 modelGroup = sActionModelGroups[actionParam];
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if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) {
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return 1;
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} else {
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return modelGroup;
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}
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}
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void Player_SetModelsForHoldingShield(Player* this) {
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if ((this->stateFlags1 & 0x400000) &&
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((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
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if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_STICK) ||
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!Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) {
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this->rightHandType = 10;
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this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge];
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if (this->sheathType == 18) {
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this->sheathType = 16;
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} else if (this->sheathType == 19) {
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this->sheathType = 17;
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}
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this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
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this->modelAnimType = 2;
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this->itemAction = -1;
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}
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}
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}
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void Player_SetModels(Player* this, s32 modelGroup) {
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// Left hand
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this->leftHandType = gPlayerModelTypes[modelGroup][1];
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this->leftHandDLists = &sPlayerDListGroups[this->leftHandType][gSaveContext.linkAge];
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// Right hand
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this->rightHandType = gPlayerModelTypes[modelGroup][2];
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this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][gSaveContext.linkAge];
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if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && this->rightHandType == 11) { // If holding Bow/Slingshot
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this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][Player_HoldsSlingshot(this)];
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}
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// Sheath
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this->sheathType = gPlayerModelTypes[modelGroup][3];
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this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
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|
|
|
// Waist
|
|
this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][gSaveContext.linkAge];
|
|
|
|
Player_SetModelsForHoldingShield(this);
|
|
}
|
|
|
|
void Player_SetModelGroup(Player* this, s32 modelGroup) {
|
|
this->modelGroup = modelGroup;
|
|
|
|
if (modelGroup == 1) {
|
|
this->modelAnimType = 0;
|
|
} else {
|
|
this->modelAnimType = gPlayerModelTypes[modelGroup][0];
|
|
}
|
|
|
|
if ((this->modelAnimType < 3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
|
|
this->modelAnimType = 0;
|
|
}
|
|
|
|
Player_SetModels(this, modelGroup);
|
|
}
|
|
|
|
void func_8008EC70(Player* this) {
|
|
this->itemAction = this->heldItemAction;
|
|
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
|
|
this->unk_6AD = 0;
|
|
}
|
|
|
|
void Player_SetEquipmentData(PlayState* play, Player* this) {
|
|
if (this->csMode != 0x56) {
|
|
this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD);
|
|
this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1;
|
|
this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1;
|
|
this->currentSwordItemId = B_BTN_ITEM;
|
|
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
|
|
Player_SetBootData(play, this);
|
|
}
|
|
}
|
|
|
|
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam) {
|
|
Inventory_UpdateBottleItem(play, item, this->heldItemButton);
|
|
|
|
if (item != ITEM_BOTTLE) {
|
|
this->heldItemId = item;
|
|
this->heldItemAction = actionParam;
|
|
}
|
|
|
|
this->itemAction = actionParam;
|
|
}
|
|
|
|
void func_8008EDF0(Player* this) {
|
|
this->unk_664 = NULL;
|
|
this->stateFlags2 &= ~0x2000;
|
|
}
|
|
|
|
void func_8008EE08(Player* this) {
|
|
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
|
|
(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
|
|
this->stateFlags1 &= ~0x400F8000;
|
|
} else if (!(this->stateFlags1 & 0x2C0000)) {
|
|
this->stateFlags1 |= 0x80000;
|
|
}
|
|
|
|
func_8008EDF0(this);
|
|
}
|
|
|
|
void func_8008EEAC(PlayState* play, Actor* actor) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
func_8008EE08(this);
|
|
this->unk_664 = actor;
|
|
this->unk_684 = actor;
|
|
this->stateFlags1 |= 0x10000;
|
|
Camera_SetParam(Play_GetCamera(play, 0), 8, actor);
|
|
Camera_ChangeMode(Play_GetCamera(play, 0), 2);
|
|
}
|
|
|
|
s32 func_8008EF30(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
return (this->stateFlags1 & 0x800000);
|
|
}
|
|
|
|
s32 func_8008EF44(PlayState* play, s32 ammo) {
|
|
play->shootingGalleryStatus = ammo + 1;
|
|
return 1;
|
|
}
|
|
|
|
s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
|
|
Player* this = GET_PLAYER(play);
|
|
Vec3f diff;
|
|
s32 pad;
|
|
|
|
if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_860 != 0)) {
|
|
Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
|
|
return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
s32 Player_GetStrength(void) {
|
|
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
|
|
|
|
if (CVarGetInteger("gTimelessEquipment", 0) || LINK_IS_ADULT) {
|
|
return strengthUpgrade;
|
|
} else if (strengthUpgrade != 0) {
|
|
return PLAYER_STR_BRACELET;
|
|
} else {
|
|
return PLAYER_STR_NONE;
|
|
}
|
|
}
|
|
|
|
u8 Player_GetMask(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
return this->currentMask;
|
|
}
|
|
|
|
Player* Player_UnsetMask(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
this->currentMask = PLAYER_MASK_NONE;
|
|
|
|
return this;
|
|
}
|
|
|
|
s32 Player_HasMirrorShieldEquipped(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
return (this->currentShield == PLAYER_SHIELD_MIRROR);
|
|
}
|
|
|
|
s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
|
|
return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR);
|
|
}
|
|
|
|
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
|
|
s32 magicSpell = actionParam - PLAYER_IA_MAGIC_SPELL_15;
|
|
|
|
if ((magicSpell >= 0) && (magicSpell < 6)) {
|
|
return magicSpell;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
s32 Player_HoldsHookshot(Player* this) {
|
|
return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
|
|
}
|
|
|
|
s32 Player_HoldsBow(Player* this) {
|
|
switch(this->heldItemAction){
|
|
case PLAYER_IA_BOW:
|
|
case PLAYER_IA_BOW_FIRE:
|
|
case PLAYER_IA_BOW_ICE:
|
|
case PLAYER_IA_BOW_LIGHT:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
s32 Player_HoldsSlingshot(Player* this) {
|
|
return this->heldItemAction == PLAYER_IA_SLINGSHOT;
|
|
}
|
|
|
|
s32 func_8008F128(Player* this) {
|
|
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
|
|
}
|
|
|
|
s32 Player_ActionToSword(s32 actionParam) {
|
|
s32 sword = actionParam - PLAYER_IA_FISHING_POLE;
|
|
|
|
if ((sword > 0) && (sword < 6)) {
|
|
return sword;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
s32 Player_GetSwordHeld(Player* this) {
|
|
return Player_ActionToSword(this->heldItemAction);
|
|
}
|
|
|
|
s32 Player_HoldsTwoHandedWeapon(Player* this) {
|
|
if ((this->heldItemAction >= PLAYER_IA_SWORD_BGS) && (this->heldItemAction <= PLAYER_IA_HAMMER)) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
s32 Player_HoldsBrokenKnife(Player* this) {
|
|
return (this->heldItemAction == PLAYER_IA_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
|
|
}
|
|
|
|
s32 Player_ActionToBottle(Player* this, s32 actionParam) {
|
|
s32 bottle = actionParam - PLAYER_IA_BOTTLE;
|
|
|
|
if ((bottle >= 0) && (bottle < 13)) {
|
|
return bottle;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
s32 Player_GetBottleHeld(Player* this) {
|
|
return Player_ActionToBottle(this, this->heldItemAction);
|
|
}
|
|
|
|
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
|
|
s32 explosive = actionParam - PLAYER_IA_BOMB;
|
|
|
|
if ((explosive >= 0) && (explosive < 2)) {
|
|
return explosive;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
s32 Player_GetExplosiveHeld(Player* this) {
|
|
return Player_ActionToExplosive(this, this->heldItemAction);
|
|
}
|
|
|
|
s32 func_8008F2BC(Player* this, s32 actionParam) {
|
|
s32 sword = 0;
|
|
|
|
if (actionParam != PLAYER_IA_LAST_USED) {
|
|
sword = actionParam - PLAYER_IA_SWORD_MASTER;
|
|
if ((sword < 0) || (sword >= 3)) {
|
|
goto return_neg;
|
|
}
|
|
}
|
|
|
|
return sword;
|
|
|
|
return_neg:
|
|
return -1;
|
|
}
|
|
|
|
s32 func_8008F2F8(PlayState* play) {
|
|
Player* this = GET_PLAYER(play);
|
|
TextTriggerEntry* triggerEntry;
|
|
s32 var;
|
|
|
|
if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) { // Room is hot
|
|
var = 0;
|
|
} else if ((this->unk_840 > 80) &&
|
|
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
|
|
var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
|
|
} else if (this->stateFlags1 & 0x8000000) { // Swimming
|
|
var = 2;
|
|
} else {
|
|
return 0;
|
|
}
|
|
|
|
// Trigger general textboxes under certain conditions, like "It's so hot in here!"
|
|
if (!Player_InCsMode(play)) {
|
|
triggerEntry = &sTextTriggers[var];
|
|
|
|
if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) &&
|
|
(((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)) ||
|
|
(((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) &&
|
|
(this->currentTunic != PLAYER_TUNIC_ZORA && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)))) {
|
|
Message_StartTextbox(play, triggerEntry->textId, NULL);
|
|
gSaveContext.textTriggerFlags |= triggerEntry->flag;
|
|
}
|
|
}
|
|
|
|
return var + 1;
|
|
}
|
|
|
|
u8 sEyeMouthIndexes[][2] = {
|
|
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
|
|
{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
|
|
};
|
|
|
|
/**
|
|
* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
|
|
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
|
|
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
|
|
* from adult Link's object are used here.
|
|
*/
|
|
|
|
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
|
|
//TODO: Formatting
|
|
void* sEyeTextures[2][8] = {
|
|
{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
|
|
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
|
|
{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
|
|
gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
|
|
};
|
|
|
|
#else
|
|
void* sEyeTextures[] = {
|
|
gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
|
|
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
|
|
};
|
|
#endif
|
|
|
|
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
|
|
void* sMouthTextures[2][4] = {
|
|
{
|
|
gLinkAdultMouth1Tex,
|
|
gLinkAdultMouth2Tex,
|
|
gLinkAdultMouth3Tex,
|
|
gLinkAdultMouth4Tex,
|
|
},
|
|
{
|
|
gLinkChildMouth1Tex,
|
|
gLinkChildMouth2Tex,
|
|
gLinkChildMouth3Tex,
|
|
gLinkChildMouth4Tex,
|
|
},
|
|
};
|
|
#else
|
|
void* sMouthTextures[] = {
|
|
gLinkAdultMouth1Tex,
|
|
gLinkAdultMouth2Tex,
|
|
gLinkAdultMouth3Tex,
|
|
gLinkAdultMouth4Tex,
|
|
};
|
|
#endif
|
|
|
|
Color_RGB8 sTunicColors[] = {
|
|
{ 30, 105, 27 },
|
|
{ 100, 20, 0 },
|
|
{ 0, 60, 100 },
|
|
};
|
|
|
|
Color_RGB8 sGauntletColors[] = {
|
|
{ 255, 255, 255 },
|
|
{ 254, 207, 15 },
|
|
};
|
|
|
|
Gfx* sBootDListGroups[][2] = {
|
|
{ gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL },
|
|
{ gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL },
|
|
};
|
|
|
|
void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
|
|
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
|
|
void* data) {
|
|
Color_RGB8* color;
|
|
s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
|
|
s32 mouthIndex = (jointTable[22].x >> 4) - 1;
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
if (eyeIndex < 0) {
|
|
eyeIndex = sEyeMouthIndexes[face][0];
|
|
}
|
|
|
|
if (eyeIndex > 7)
|
|
eyeIndex = 7;
|
|
|
|
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
|
|
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.linkAge][eyeIndex]));
|
|
#else
|
|
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
|
|
#endif
|
|
if (mouthIndex < 0) {
|
|
mouthIndex = sEyeMouthIndexes[face][1];
|
|
}
|
|
|
|
if (mouthIndex > 3)
|
|
mouthIndex = 3;
|
|
|
|
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
|
|
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[gSaveContext.linkAge][mouthIndex]));
|
|
#else
|
|
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
|
|
#endif
|
|
|
|
Color_RGB8 sTemp;
|
|
color = &sTunicColors[tunic];
|
|
if (tunic == PLAYER_TUNIC_KOKIRI && CVarGetInteger("gCosmetics.Link_KokiriTunic.Changed", 0)) {
|
|
sTemp = CVarGetColor24("gCosmetics.Link_KokiriTunic.Value", sTunicColors[PLAYER_TUNIC_KOKIRI]);
|
|
color = &sTemp;
|
|
} else if (tunic == PLAYER_TUNIC_GORON && CVarGetInteger("gCosmetics.Link_GoronTunic.Changed", 0)) {
|
|
sTemp = CVarGetColor24("gCosmetics.Link_GoronTunic.Value", sTunicColors[PLAYER_TUNIC_GORON]);
|
|
color = &sTemp;
|
|
} else if (tunic == PLAYER_TUNIC_ZORA && CVarGetInteger("gCosmetics.Link_ZoraTunic.Changed", 0)) {
|
|
sTemp = CVarGetColor24("gCosmetics.Link_ZoraTunic.Value", sTunicColors[PLAYER_TUNIC_ZORA]);
|
|
color = &sTemp;
|
|
}
|
|
|
|
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
|
|
|
|
// If we have a custom link model, always use the most detailed LOD
|
|
if (Player_IsCustomLinkModel()) {
|
|
lod = 0;
|
|
}
|
|
|
|
sDListsLodOffset = lod * 2;
|
|
|
|
SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
|
|
|
|
if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != func_800902F0)) &&
|
|
(overrideLimbDraw != func_80090440) &&
|
|
(gSaveContext.gameMode != 3)) {
|
|
if (LINK_IS_ADULT) {
|
|
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
|
|
|
|
if (strengthUpgrade >= 2) { // silver or gold gauntlets
|
|
gDPPipeSync(POLY_OPA_DISP++);
|
|
|
|
color = &sGauntletColors[strengthUpgrade - 2];
|
|
if (strengthUpgrade == PLAYER_STR_SILVER_G && CVarGetInteger("gCosmetics.Gloves_SilverGauntlets.Changed", 0)) {
|
|
sTemp = CVarGetColor24("gCosmetics.Gloves_SilverGauntlets.Value", sGauntletColors[PLAYER_STR_SILVER_G - 2]);
|
|
color = &sTemp;
|
|
} else if (strengthUpgrade == PLAYER_STR_GOLD_G && CVarGetInteger("gCosmetics.Gloves_GoldenGauntlets.Changed", 0)) {
|
|
sTemp = CVarGetColor24("gCosmetics.Gloves_GoldenGauntlets.Value", sGauntletColors[PLAYER_STR_GOLD_G - 2]);
|
|
color = &sTemp;
|
|
}
|
|
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
|
|
|
|
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL);
|
|
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL);
|
|
gSPDisplayList(POLY_OPA_DISP++,
|
|
(D_80160014 == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL);
|
|
gSPDisplayList(POLY_OPA_DISP++,
|
|
(D_80160018 == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL);
|
|
}
|
|
|
|
if (boots != 0) {
|
|
Gfx** bootDLists = sBootDListGroups[boots - 1];
|
|
|
|
gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]);
|
|
gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]);
|
|
}
|
|
} else {
|
|
if (Player_GetStrength() > PLAYER_STR_NONE) {
|
|
gSPDisplayList(POLY_OPA_DISP++, gLinkChildGoronBraceletDL);
|
|
}
|
|
}
|
|
}
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
|
|
Vec3f D_8012602C = { 0.0f, 0.0f, 0.0f };
|
|
|
|
Vec3f D_80126038[] = {
|
|
{ 1304.0f, 0.0f, 0.0f },
|
|
{ 695.0f, 0.0f, 0.0f },
|
|
};
|
|
|
|
f32 D_80126050[] = { 1265.0f, 826.0f };
|
|
f32 D_80126058[] = { SQ(13.04f), SQ(6.95f) };
|
|
f32 D_80126060[] = { 10.019104f, -19.925102f };
|
|
f32 D_80126068[] = { 5.0f, 3.0f };
|
|
|
|
Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f };
|
|
|
|
void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
|
|
s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
|
|
Vec3f spA4;
|
|
Vec3f sp98;
|
|
Vec3f footprintPos;
|
|
CollisionPoly* sp88;
|
|
s32 sp84;
|
|
f32 sp80;
|
|
f32 sp7C;
|
|
f32 sp78;
|
|
f32 sp74;
|
|
f32 sp70;
|
|
f32 sp6C;
|
|
f32 sp68;
|
|
f32 sp64;
|
|
f32 sp60;
|
|
f32 sp5C;
|
|
f32 sp58;
|
|
f32 sp54;
|
|
f32 sp50;
|
|
s16 temp1;
|
|
s16 temp2;
|
|
s32 temp3;
|
|
|
|
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
|
|
(Player_ActionToMagicSpell(this, this->itemAction) < 0)) {
|
|
s32 pad;
|
|
|
|
sp7C = D_80126058[gSaveContext.linkAge];
|
|
sp78 = D_80126060[gSaveContext.linkAge];
|
|
sp74 = D_80126068[gSaveContext.linkAge] - this->unk_6C4;
|
|
|
|
Matrix_Push();
|
|
Matrix_TranslateRotateZYX(pos, rot);
|
|
Matrix_MultVec3f(&D_8012602C, &spA4);
|
|
Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
|
|
Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
|
|
Matrix_MultVec3f(&D_8012602C, &sp98);
|
|
Matrix_MultVec3f(&D_80126070, &footprintPos);
|
|
Matrix_Pop();
|
|
|
|
footprintPos.y += 15.0f;
|
|
|
|
sp80 = BgCheck_EntityRaycastFloor4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
|
|
|
|
if (sp98.y < sp80) {
|
|
sp70 = sp98.x - spA4.x;
|
|
sp6C = sp98.y - spA4.y;
|
|
sp68 = sp98.z - spA4.z;
|
|
|
|
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
|
|
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
|
|
|
|
sp58 = sp7C - SQ(sp60);
|
|
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
|
|
|
|
sp54 = Math_FAtan2F(sp58, sp60);
|
|
|
|
sp6C = sp80 - spA4.y;
|
|
|
|
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
|
|
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
|
|
sp5C = sp64 - sp60;
|
|
|
|
sp58 = sp7C - SQ(sp60);
|
|
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
|
|
|
|
sp50 = Math_FAtan2F(sp58, sp60);
|
|
|
|
temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * (0x8000 / M_PI);
|
|
temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
|
|
|
|
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
|
|
temp1 += 0x8000;
|
|
}
|
|
|
|
temp2 = (sp50 - sp54) * (0x8000 / M_PI);
|
|
rot->z -= temp2;
|
|
|
|
skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
|
|
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
|
|
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
|
|
|
|
temp3 = func_80041D4C(&play->colCtx, sp88, sp84);
|
|
|
|
if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, sp88, sp84)) {
|
|
footprintPos.y = sp80;
|
|
EffectSsGFire_Spawn(play, &footprintPos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
s32 func_8008FCC8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
Player* this = (Player*)thisx;
|
|
|
|
if (limbIndex == PLAYER_LIMB_ROOT) {
|
|
D_80160014 = this->leftHandType;
|
|
D_80160018 = this->rightHandType;
|
|
D_80160000 = &this->meleeWeaponInfo[2].base;
|
|
|
|
if (!LINK_IS_ADULT) {
|
|
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
|
|
pos->x *= 0.64f;
|
|
pos->z *= 0.64f;
|
|
}
|
|
|
|
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
|
|
pos->y *= 0.64f;
|
|
}
|
|
}
|
|
|
|
pos->y -= this->unk_6C4;
|
|
|
|
if (this->unk_6C2 != 0) {
|
|
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
|
|
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
|
|
pos->x = pos->y = pos->z = 0.0f;
|
|
rot->x = rot->y = rot->z = 0;
|
|
}
|
|
} else {
|
|
if (*dList != NULL) {
|
|
D_80160000++;
|
|
}
|
|
|
|
if (limbIndex == PLAYER_LIMB_HEAD) {
|
|
if (CVarGetInteger("gCosmetics.Link_HeadScale.Changed", 0)) {
|
|
f32 scale = CVarGetFloat("gCosmetics.Link_HeadScale.Value", 1.0f);
|
|
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
|
if (scale > 1.2f) {
|
|
Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY);
|
|
} else if (scale < 1.0f) {
|
|
Matrix_Translate((LINK_IS_ADULT ? 3600.0f : 2900.0f) * ABS(scale - 1.0f), 0.0f, 0.0f, MTXMODE_APPLY);
|
|
}
|
|
}
|
|
rot->x += this->unk_6BA;
|
|
rot->y -= this->unk_6B8;
|
|
rot->z += this->unk_6B6;
|
|
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
|
|
if (CVarGetInteger("gCosmetics.Link_SwordScale.Changed", 0)) {
|
|
f32 scale = CVarGetFloat("gCosmetics.Link_SwordScale.Value", 1.0f);
|
|
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
|
Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY);
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_UPPER) {
|
|
if (this->unk_6B0 != 0) {
|
|
Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
}
|
|
if (this->unk_6BE != 0) {
|
|
Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
}
|
|
if (this->unk_6BC != 0) {
|
|
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
}
|
|
if (this->unk_6C0 != 0) {
|
|
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
|
|
func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
|
|
PLAYER_LIMB_L_FOOT);
|
|
} else if (limbIndex == PLAYER_LIMB_R_THIGH) {
|
|
func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
|
|
PLAYER_LIMB_R_FOOT);
|
|
return false;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
Player* this = (Player*)thisx;
|
|
|
|
if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx))
|
|
{
|
|
if (limbIndex == PLAYER_LIMB_L_HAND) {
|
|
Gfx** dLists = this->leftHandDLists;
|
|
|
|
if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) {
|
|
dLists += 4;
|
|
} else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) {
|
|
dLists = &D_80125E08[gSaveContext.linkAge];
|
|
D_80160014 = 0;
|
|
} else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
|
|
dLists = &D_80125E18[gSaveContext.linkAge];
|
|
D_80160014 = 1;
|
|
}
|
|
|
|
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
|
|
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
|
|
Gfx** dLists = this->rightHandDLists;
|
|
|
|
if (D_80160018 == 10) {
|
|
dLists += this->currentShield * 4;
|
|
} else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
|
|
dLists = &D_80125E58[gSaveContext.linkAge];
|
|
D_80160018 = 9;
|
|
}
|
|
|
|
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
|
|
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
|
|
Gfx** dLists = this->sheathDLists;
|
|
|
|
if ((this->sheathType == 18) || (this->sheathType == 19)) {
|
|
dLists += this->currentShield * 4;
|
|
if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
|
|
dLists += 16;
|
|
}
|
|
} else if (!LINK_IS_ADULT && ((this->sheathType == 16) || (this->sheathType == 17)) &&
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
|
|
dLists = &D_80125D28[16];
|
|
}
|
|
|
|
if (dLists[sDListsLodOffset] != NULL) {
|
|
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
|
|
} else {
|
|
*dList = NULL;
|
|
}
|
|
|
|
|
|
} else if (limbIndex == PLAYER_LIMB_WAIST) {
|
|
|
|
if (!Player_IsCustomLinkModel()) {
|
|
*dList = ResourceMgr_LoadGfxByName(
|
|
this->waistDLists[sDListsLodOffset]); // NOTE: This needs to be disabled when using custom
|
|
// characters - they're not going to have LODs anyways...
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GameInteractor_InvisibleLinkActive()) {
|
|
this->actor.shape.shadowDraw = NULL;
|
|
*dList = NULL;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
s32 func_800902F0(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
Player* this = (Player*)thisx;
|
|
|
|
if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx)) {
|
|
if (this->unk_6AD != 2) {
|
|
*dList = NULL;
|
|
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
|
|
*dList = sArmOutDLs[gSaveContext.linkAge];
|
|
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
|
|
s32 handOutDlIndex = gSaveContext.linkAge;
|
|
if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && LINK_IS_ADULT && Player_HoldsSlingshot(this)) {
|
|
handOutDlIndex = 1;
|
|
}
|
|
*dList = sHandOutDLs[handOutDlIndex];
|
|
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
|
|
*dList = sRightShoulderNearDLs[gSaveContext.linkAge];
|
|
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
|
|
*dList = D_80125F30[gSaveContext.linkAge];
|
|
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
|
|
s32 firstPersonWeaponIndex = gSaveContext.linkAge;
|
|
if (CVarGetInteger("gBowSlingShotAmmoFix", 0)) {
|
|
if (Player_HoldsBow(this)) {
|
|
firstPersonWeaponIndex = 0;
|
|
} else if (Player_HoldsSlingshot(this)) {
|
|
firstPersonWeaponIndex = 1;
|
|
}
|
|
}
|
|
*dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL
|
|
: sHoldingFirstPersonWeaponDLs[firstPersonWeaponIndex];
|
|
} else {
|
|
*dList = NULL;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
s32 func_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx)) {
|
|
*dList = NULL;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip,
|
|
Vec3f* newBase) {
|
|
if (weaponInfo->active == 0) {
|
|
if (collider != NULL) {
|
|
Collider_ResetQuadAT(play, &collider->base);
|
|
}
|
|
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
|
|
Math_Vec3f_Copy(&weaponInfo->base, newBase);
|
|
weaponInfo->active = 1;
|
|
return 1;
|
|
} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
|
|
(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
|
|
(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
|
|
if (collider != NULL) {
|
|
Collider_ResetQuadAT(play, &collider->base);
|
|
}
|
|
return 0;
|
|
} else {
|
|
if (collider != NULL) {
|
|
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
|
|
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
|
|
}
|
|
Math_Vec3f_Copy(&weaponInfo->base, newBase);
|
|
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
|
|
weaponInfo->active = 1;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
void func_80090604(PlayState* play, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
|
|
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
|
|
COLTYPE_METAL,
|
|
COLTYPE_WOOD,
|
|
COLTYPE_METAL,
|
|
COLTYPE_METAL,
|
|
};
|
|
|
|
if (this->stateFlags1 & 0x400000) {
|
|
Vec3f quadDest[4];
|
|
|
|
this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
|
|
|
|
Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
|
|
Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
|
|
Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
|
|
Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
|
|
Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
|
|
|
|
CollisionCheck_SetAC(play, &play->colChkCtx, &collider->base);
|
|
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
|
|
}
|
|
}
|
|
|
|
Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
|
|
Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
|
|
Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
|
|
|
|
Vec3f D_801260A4[3] = {
|
|
{ 0.0f, 400.0f, 0.0f },
|
|
{ 0.0f, 1400.0f, -1000.0f },
|
|
{ 0.0f, -400.0f, 1000.0f },
|
|
};
|
|
|
|
void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
|
|
Vec3f newBasePos[3];
|
|
|
|
Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
|
|
Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
|
|
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
|
|
|
|
if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
|
|
!(this->stateFlags1 & 0x400000)) {
|
|
EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
|
|
&this->meleeWeaponInfo[0].base);
|
|
}
|
|
|
|
if ((this->swordState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
|
|
func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
|
|
func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
|
|
}
|
|
}
|
|
|
|
void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne, f32 height) {
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
if (CVarGetInteger("gLetItSnow", 0)) {
|
|
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
|
|
|
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
|
|
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
|
|
|
|
gDPSetGrayscaleColor(POLY_OPA_DISP++, 75, 75, 75, 255);
|
|
gSPGrayscale(POLY_OPA_DISP++, true);
|
|
|
|
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gSilverRockDL);
|
|
|
|
gSPGrayscale(POLY_OPA_DISP++, false);
|
|
} else {
|
|
if (iceTrapScale < 0.01) {
|
|
iceTrapScale += 0.001f;
|
|
} else if (iceTrapScale < 0.8f) {
|
|
iceTrapScale += 0.2f;
|
|
}
|
|
gSPSegment(POLY_XLU_DISP++, 0x08,
|
|
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
|
|
(play->gameplayFrames * -2) % 128, 32, 32));
|
|
|
|
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
|
|
Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY);
|
|
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
|
|
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
|
|
|
|
// Reset matrix for the fake item model because we're animating the size of the ice block around it before this.
|
|
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
|
|
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
|
|
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
|
|
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
|
|
// Draw fake item model.
|
|
GetItem_Draw(play, drawIdPlusOne - 1);
|
|
}
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
|
|
void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
|
|
f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
|
|
|
|
gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment);
|
|
gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment);
|
|
|
|
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
|
|
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
|
|
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
|
|
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
|
|
|
|
if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
|
|
Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
|
|
} else if (this->getItemEntry.drawFunc != NULL) {
|
|
this->getItemEntry.drawFunc(play, &this->getItemEntry);
|
|
} else {
|
|
GetItem_Draw(play, drawIdPlusOne - 1);
|
|
}
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
|
|
void Player_DrawGetItem(PlayState* play, Player* this) {
|
|
//if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) // OTRTODO: Do something about osRecvMesg here...
|
|
{
|
|
this->giObjectLoading = false;
|
|
Player_DrawGetItemImpl(play, this, &sGetItemRefPos, ABS(this->unk_862));
|
|
}
|
|
}
|
|
|
|
void func_80090A28(Player* this, Vec3f* vecs) {
|
|
D_8012608C.x = D_80126080.x;
|
|
|
|
if (this->unk_845 >= 3) {
|
|
this->unk_845 += 1;
|
|
D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
|
|
}
|
|
|
|
D_8012608C.x += 1200.0f;
|
|
D_80126098.x = D_8012608C.x;
|
|
|
|
Matrix_MultVec3f(&D_80126080, &vecs[0]);
|
|
Matrix_MultVec3f(&D_8012608C, &vecs[1]);
|
|
Matrix_MultVec3f(&D_80126098, &vecs[2]);
|
|
}
|
|
|
|
void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
|
|
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
|
|
CollisionPoly* sp9C;
|
|
s32 bgId;
|
|
Vec3f sp8C;
|
|
Vec3f sp80;
|
|
Vec3f sp74;
|
|
Vec3f sp68;
|
|
f32 sp64;
|
|
f32 sp60;
|
|
|
|
D_801260C8.z = 0.0f;
|
|
Matrix_MultVec3f(&D_801260C8, &sp8C);
|
|
D_801260C8.z = arg2;
|
|
Matrix_MultVec3f(&D_801260C8, &sp80);
|
|
|
|
if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
WORLD_OVERLAY_DISP = Gfx_SetupDL(WORLD_OVERLAY_DISP, 0x07);
|
|
|
|
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &sp74, &sp68, &sp64);
|
|
|
|
sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f;
|
|
|
|
Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW);
|
|
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
|
|
|
|
gSPMatrix(WORLD_OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPSegment(WORLD_OVERLAY_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
|
|
gSPDisplayList(WORLD_OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
}
|
|
|
|
Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f };
|
|
|
|
f32 sSwordLengths[] = {
|
|
0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f,
|
|
};
|
|
|
|
f32 sSwordTypes[] = {
|
|
0, 5, 4, 6, 0, 8,
|
|
};
|
|
|
|
Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
|
|
|
|
Color_RGB8 sBottleColors[] = {
|
|
{ 255, 255, 255 }, { 80, 80, 255 }, { 255, 100, 255 }, { 0, 0, 255 }, { 255, 0, 255 },
|
|
{ 255, 0, 255 }, { 200, 200, 100 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 255, 0 },
|
|
{ 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 },
|
|
};
|
|
|
|
Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
|
|
|
|
BowStringData sBowStringData[] = {
|
|
{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // bow
|
|
{ gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // slingshot
|
|
};
|
|
|
|
Vec3f D_80126154[] = {
|
|
{ -4500.0f, -3000.0f, -600.0f },
|
|
{ 1500.0f, -3000.0f, -600.0f },
|
|
{ -4500.0f, 3000.0f, -600.0f },
|
|
{ 1500.0f, 3000.0f, -600.0f },
|
|
};
|
|
|
|
Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
|
|
Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
|
|
|
|
Vec3f D_8012619C[] = {
|
|
{ -3000.0f, -3000.0f, -900.0f },
|
|
{ 3000.0f, -3000.0f, -900.0f },
|
|
{ -3000.0f, 3000.0f, -900.0f },
|
|
{ 3000.0f, 3000.0f, -900.0f },
|
|
};
|
|
|
|
Vec3f D_801261CC = { 630.0f, 100.0f, -30.0f };
|
|
Vec3s D_801261D8 = { 0, 0, 0x7FFF };
|
|
|
|
Vec3f D_801261E0[] = {
|
|
{ 200.0f, 300.0f, 0.0f },
|
|
{ 200.0f, 200.0f, 0.0f },
|
|
};
|
|
|
|
// OTRTODO: Figure out why this value works/what this value should be
|
|
// This was originally obtained by working down from FLT_MAX until the math
|
|
// started working out properly
|
|
#define RETICLE_MAX 3.402823466e+12f
|
|
|
|
void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
|
Player* this = (Player*)thisx;
|
|
|
|
if (*dList != NULL) {
|
|
Matrix_MultVec3f(&D_8012602C, D_80160000);
|
|
}
|
|
|
|
if (limbIndex == PLAYER_LIMB_L_HAND) {
|
|
MtxF sp14C;
|
|
Actor* hookedActor;
|
|
|
|
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
|
|
|
|
if (this->itemAction == PLAYER_IA_STICK) {
|
|
Vec3f sp124[3];
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
if (this->actor.scale.y >= 0.0f) {
|
|
D_80126080.x = this->unk_85C * 5000.0f;
|
|
func_80090A28(this, sp124);
|
|
if (this->swordState != 0) {
|
|
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // stick sword type
|
|
func_800906D4(play, this, sp124);
|
|
} else {
|
|
Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
|
|
}
|
|
}
|
|
|
|
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
|
|
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
|
|
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
|
|
|
|
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
} else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) {
|
|
Vec3f spE4[3];
|
|
|
|
if (Player_HoldsBrokenKnife(this)) {
|
|
D_80126080.x = 1500.0f;
|
|
} else {
|
|
D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)];
|
|
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetSwordHeld(this)]);
|
|
}
|
|
|
|
func_80090A28(this, spE4);
|
|
func_800906D4(play, this, spE4);
|
|
} else if ((*dList != NULL) && (this->leftHandType == 7)) {
|
|
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)];
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
|
|
gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[(gSaveContext.linkAge)]);
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
|
|
if (this->actor.scale.y >= 0.0f) {
|
|
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
|
|
if (this->stateFlags1 & 0x200) {
|
|
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
|
|
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
|
|
Matrix_Get(&sp14C);
|
|
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
|
|
hookedActor->shape.rot = hookedActor->world.rot;
|
|
} else if (this->stateFlags1 & 0x800) {
|
|
Vec3s spB8;
|
|
|
|
Matrix_Get(&sp14C);
|
|
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
|
|
|
|
if (hookedActor->flags & ACTOR_FLAG_PILLAR_PICKUP) {
|
|
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
|
|
} else {
|
|
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
|
|
}
|
|
}
|
|
} else {
|
|
Matrix_Get(&this->mf_9E0);
|
|
Matrix_MtxFToYXZRotS(&this->mf_9E0, &this->unk_3BC, 0);
|
|
}
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
|
|
Actor* heldActor = this->heldActor;
|
|
|
|
if (this->rightHandType == 0xFF) {
|
|
Matrix_Get(&this->shieldMf);
|
|
} else if ((this->rightHandType == 11) || (this->rightHandType == 12)) {
|
|
s32 stringModelToUse = gSaveContext.linkAge;
|
|
if(CVarGetInteger("gBowSlingShotAmmoFix", 0)){
|
|
stringModelToUse = Player_HoldsSlingshot(this);
|
|
}
|
|
BowStringData* stringData = &sBowStringData[stringModelToUse];
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
Matrix_Push();
|
|
Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY);
|
|
|
|
if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
|
|
Vec3f sp90;
|
|
f32 distXYZ;
|
|
|
|
Matrix_MultVec3f(&D_8012602C, &sp90);
|
|
distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90);
|
|
|
|
this->unk_858 = distXYZ - 3.0f;
|
|
if (distXYZ < 3.0f) {
|
|
this->unk_858 = 0.0f;
|
|
} else {
|
|
this->unk_858 *= 1.6f;
|
|
if (this->unk_858 > 1.0f) {
|
|
this->unk_858 = 1.0f;
|
|
}
|
|
}
|
|
|
|
this->unk_85C = -0.5f;
|
|
}
|
|
|
|
Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY);
|
|
|
|
if (!LINK_IS_ADULT) {
|
|
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
|
|
}
|
|
|
|
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
|
|
|
|
Matrix_Pop();
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) {
|
|
Matrix_Get(&this->shieldMf);
|
|
func_80090604(play, this, &this->shieldQuad, D_80126154);
|
|
}
|
|
|
|
if (this->actor.scale.y >= 0.0f) {
|
|
if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ||
|
|
(this->heldItemAction == PLAYER_IA_LONGSHOT)) {
|
|
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
|
|
|
|
if (heldActor != NULL) {
|
|
MtxF sp44;
|
|
s32 pad;
|
|
|
|
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
|
|
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
|
|
Matrix_Get(&sp44);
|
|
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
|
|
heldActor->shape.rot = heldActor->world.rot;
|
|
|
|
if (func_8002DD78(this) != 0) {
|
|
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
|
|
Player_DrawHookshotReticle(
|
|
play, this, ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f) * CVarGetFloat("gCheatHookshotReachMultiplier", 1.0f));
|
|
}
|
|
}
|
|
} else if (CVarGetInteger("gBowReticle", 0) && (
|
|
(this->heldItemAction == PLAYER_IA_BOW_FIRE) ||
|
|
(this->heldItemAction == PLAYER_IA_BOW_ICE) ||
|
|
(this->heldItemAction == PLAYER_IA_BOW_LIGHT) ||
|
|
(this->heldItemAction == PLAYER_IA_BOW) ||
|
|
(this->heldItemAction == PLAYER_IA_SLINGSHOT))) {
|
|
if (heldActor != NULL) {
|
|
MtxF sp44;
|
|
s32 pad;
|
|
|
|
Matrix_RotateZYX(0, -15216, -17496, MTXMODE_APPLY);
|
|
Matrix_Get(&sp44);
|
|
|
|
if (func_8002DD78(this) != 0) {
|
|
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
|
|
Player_DrawHookshotReticle(play, this, RETICLE_MAX);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
|
|
if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) {
|
|
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
|
|
} else {
|
|
sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f;
|
|
sGetItemRefPos.y = (this->bodyPartsPos[15].y + this->leftHandPos.y) * 0.5f;
|
|
sGetItemRefPos.z = (this->bodyPartsPos[15].z + this->leftHandPos.z) * 0.5f;
|
|
}
|
|
|
|
if (this->unk_862 == 0) {
|
|
Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
|
|
}
|
|
}
|
|
}
|
|
} else if (this->actor.scale.y >= 0.0f) {
|
|
if (limbIndex == PLAYER_LIMB_SHEATH) {
|
|
if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) {
|
|
if (Player_IsChildWithHylianShield(this)) {
|
|
func_80090604(play, this, &this->shieldQuad, D_8012619C);
|
|
}
|
|
|
|
Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8);
|
|
Matrix_Get(&this->shieldMf);
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_HEAD) {
|
|
Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos);
|
|
} else {
|
|
Vec3f* vec = &D_801261E0[(gSaveContext.linkAge)];
|
|
|
|
Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
|
|
}
|
|
}
|
|
}
|
|
|
|
u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
|
|
s16 linkObjectId = gLinkObjectIds[gSaveContext.linkAge];
|
|
size_t size;
|
|
void* ptr;
|
|
|
|
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
|
|
ptr = segment + 0x3800;
|
|
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, __FILE__, __LINE__);
|
|
|
|
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
|
|
ptr = segment + 0x8800;
|
|
DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, __FILE__, __LINE__);
|
|
|
|
ptr = (void*)ALIGN16((intptr_t)ptr + size);
|
|
|
|
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
|
|
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
|
|
|
|
SkelAnime_InitLink(play, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_link_normal_wait, 9,
|
|
ptr, ptr, PLAYER_LIMB_MAX);
|
|
|
|
return size + 0x8800 + 0x90;
|
|
}
|
|
|
|
u8 D_801261F8[] = { 2, 2, 5 };
|
|
|
|
s32 func_80091880(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
|
|
u8* ptr = arg;
|
|
u8 modelGroup = D_801261F8[ptr[0] > 0 ? ptr[0] - 1 : 0];
|
|
s32 type;
|
|
s32 dListOffset = 0;
|
|
Gfx** dLists;
|
|
size_t ptrSize = sizeof(uint32_t);
|
|
|
|
if ((modelGroup == 2) && !LINK_IS_ADULT && (ptr[1] == 2)) {
|
|
modelGroup = 1;
|
|
}
|
|
|
|
if (limbIndex == PLAYER_LIMB_L_HAND) {
|
|
type = gPlayerModelTypes[modelGroup][1];
|
|
D_80160014 = type;
|
|
|
|
if (ptr[0] == 0)
|
|
type = 0;
|
|
|
|
if ((type == 4) && (gSaveContext.swordHealth <= 0.0f)) {
|
|
dListOffset = 4;
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
|
|
type = gPlayerModelTypes[modelGroup][2];
|
|
D_80160018 = type;
|
|
if (type == 10) {
|
|
dListOffset = ptr[1] * ptrSize;
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
|
|
type = gPlayerModelTypes[modelGroup][3];
|
|
if ((type == 18) || (type == 19)) {
|
|
dListOffset = ptr[1] * ptrSize;
|
|
} else if (type == 16 && CVarGetInteger("gPauseLiveLink", 0)) {
|
|
//if (ptr[0] == 1)
|
|
//dListOffset = 4;
|
|
}
|
|
} else if (limbIndex == PLAYER_LIMB_WAIST) {
|
|
type = gPlayerModelTypes[modelGroup][4];
|
|
|
|
if (Player_IsCustomLinkModel()) {
|
|
return 0;
|
|
}
|
|
} else {
|
|
return 0;
|
|
}
|
|
|
|
dLists = &sPlayerDListGroups[type][gSaveContext.linkAge];
|
|
*dList = dLists[dListOffset];
|
|
|
|
return 0;
|
|
}
|
|
|
|
#include <overlays/actors/ovl_Demo_Effect/z_demo_effect.h>
|
|
|
|
void Pause_DrawTriforceSpot(PlayState* play, s32 showLightColumn) {
|
|
static DemoEffect triforce;
|
|
static s16 rotation = 0;
|
|
|
|
triforce.triforceSpot.crystalLightOpacity = 244;
|
|
triforce.triforceSpot.triforceSpotOpacity = 249;
|
|
triforce.triforceSpot.lightColumnOpacity = showLightColumn ? 244 : 0;
|
|
triforce.triforceSpot.rotation = rotation;
|
|
|
|
DemoEffect_DrawTriforceSpot(&triforce, play);
|
|
|
|
rotation += 0x03E8;
|
|
}
|
|
|
|
void func_80091A24(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
|
|
f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at,
|
|
f32 fovy, void* img1, void* img2) {
|
|
static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 };
|
|
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
|
|
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
|
|
u8 sp12C[2];
|
|
Gfx* opaRef;
|
|
Gfx* xluRef;
|
|
Gfx* kalRef;
|
|
u16 perspNorm;
|
|
Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
|
|
Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
|
|
|
|
gDPPipeSync(POLY_OPA_DISP++);
|
|
|
|
gSPLoadGeometryMode(POLY_OPA_DISP++, 0);
|
|
gSPTexture(POLY_OPA_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
|
|
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_SHADE, G_CC_SHADE);
|
|
gDPSetOtherMode(POLY_OPA_DISP++,
|
|
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
|
|
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
|
|
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
|
|
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
|
|
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
|
|
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
|
|
|
|
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
|
|
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
|
|
gSPViewport(POLY_OPA_DISP++, &viewport);
|
|
|
|
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
|
|
|
|
gSPPerspNormalize(POLY_OPA_DISP++, perspNorm);
|
|
gSPMatrix(POLY_OPA_DISP++, perspMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
|
|
|
|
guLookAt(lookAtMtx, eye->x, eye->y, eye->z, at->x, at->y, at->z, 0.0f, 1.0f, 0.0f);
|
|
|
|
gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
|
|
|
|
sp12C[0] = sword;
|
|
sp12C[1] = shield;
|
|
|
|
Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
|
|
pos->y - (CVarGetInteger("gPauseTriforce", 0) ? 16 : 0), pos->z, rot);
|
|
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
|
|
|
gSPSegment(POLY_OPA_DISP++, 0x04, seg04);
|
|
gSPSegment(POLY_OPA_DISP++, 0x06, seg06);
|
|
|
|
gSPSetLights1(POLY_OPA_DISP++, lights1);
|
|
|
|
func_80093C80(play);
|
|
|
|
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000);
|
|
|
|
func_8002EABC(pos, &play->view.eye, &lightDir, play->state.gfxCtx);
|
|
|
|
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
|
|
|
|
func_8008F470(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
|
|
func_80091880, NULL, &sp12C);
|
|
|
|
if (CVarGetInteger("gPauseTriforce", 0)) {
|
|
|
|
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
|
|
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
|
|
Matrix_Scale(scale * 1, scale * 1, scale * 1, MTXMODE_APPLY);
|
|
|
|
Gfx* ohNo = POLY_XLU_DISP;
|
|
POLY_XLU_DISP = POLY_OPA_DISP;
|
|
|
|
Pause_DrawTriforceSpot(play, 1);
|
|
|
|
POLY_OPA_DISP = POLY_XLU_DISP;
|
|
POLY_XLU_DISP = ohNo;
|
|
}
|
|
|
|
POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP++);
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
|
|
uintptr_t SelectedAnim = 0; // Current Animaiton on the menu
|
|
s16 EquipedStance; // Link's current mode (Two handed, One handed...)
|
|
s16 FrameCountSinceLastAnim = 0; // Time since last animation
|
|
s16 MinFrameCount; // Frame to wait before checking if we need to change the animation
|
|
|
|
void func_8009214C(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
|
|
s32 sword, s32 tunic, s32 shield, s32 boots) {
|
|
Input* p1Input = &play->state.input[0];
|
|
Vec3f eye = { 0.0f, 0.0f, -400.0f };
|
|
Vec3f at = { 0.0f, 0.0f, 0.0f };
|
|
Vec3s* destTable;
|
|
Vec3s* srcTable;
|
|
s32 i;
|
|
bool canswitchrnd = false;
|
|
s16 SelectedMode = CVarGetInteger("gPauseLiveLink", 0);
|
|
MinFrameCount = CVarGetInteger("gMinFrameCount", 200);
|
|
|
|
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
|
|
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
|
|
|
|
uintptr_t* PauseMenuAnimSet[15][4] = {
|
|
{ 0, 0, 0, 0 }, // 0 = none
|
|
// IDLE // Two Handed // No shield // Kid Hylian Shield
|
|
{ gPlayerAnim_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free }, // Idle
|
|
{ gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f }, // Idle look around
|
|
{ gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f }, // Idle Belt
|
|
{ gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f }, // Idle shield adjust
|
|
{ gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD2_20f, gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD1_20f }, // Idle test sword
|
|
{ gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f }, // Idle yawn
|
|
{ gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_fighter_waitR_long, gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_anchor_waitR }, // Battle Stance
|
|
{ gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_normal_walk_free }, // Walking (No shield)
|
|
{ gPlayerAnim_link_normal_walk, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk, gPlayerAnim_link_normal_walk }, // Walking (Holding shield)
|
|
{ gPlayerAnim_link_normal_run, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run, gPlayerAnim_link_normal_run }, // Running (No shield)
|
|
{ gPlayerAnim_link_normal_run_free, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run_free, gPlayerAnim_link_normal_run_free }, // Running (Holding shield)
|
|
{ gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait }, // Hand on hip
|
|
{ gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_Lpower_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait }, // Spin Charge
|
|
{ gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait }, // Look at hand
|
|
};
|
|
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
|
|
|
|
if (CVarGetInteger("gPauseLiveLink", 0) || CVarGetInteger("gPauseTriforce", 0)) {
|
|
uintptr_t anim = 0; // Initialise anim
|
|
|
|
if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3) {
|
|
EquipedStance = 1;
|
|
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 0) {
|
|
EquipedStance = 2;
|
|
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 2 && LINK_AGE_IN_YEARS == YEARS_CHILD) {
|
|
EquipedStance = 3;
|
|
} else {
|
|
// Link is idle so revert to 0
|
|
EquipedStance = 0;
|
|
}
|
|
if (SelectedMode == 16) {
|
|
// Apply Random function
|
|
s16 SwitchAtFrame = 0;
|
|
s16 CurAnimDuration = 0;
|
|
if (FrameCountSinceLastAnim == 0) {
|
|
// When opening Kaleido this will be passed one time
|
|
SelectedAnim = rand() % (AnimArraySize - 0);
|
|
if (SelectedAnim == 0) {
|
|
// prevent loading 0 that would result to a crash.
|
|
SelectedAnim = 1;
|
|
}
|
|
} else if (FrameCountSinceLastAnim >= 1) {
|
|
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
|
|
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
|
|
if (SwitchAtFrame < MinFrameCount) {
|
|
// Animation frame count is lower than minimal wait time then we wait for another round.
|
|
// This will be looped to always add current animation time if that still lower than minimum time
|
|
while (SwitchAtFrame < MinFrameCount) {
|
|
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
|
|
}
|
|
} else if (CurAnimDuration >= MinFrameCount) {
|
|
// Since we have more (or same) animation time than min duration we set the wait time to animation
|
|
// time.
|
|
SwitchAtFrame = CurAnimDuration;
|
|
}
|
|
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
|
|
SelectedAnim = rand() % (AnimArraySize - 0);
|
|
if (SelectedAnim == 0) {
|
|
// prevent loading 0 that would result to a crash.
|
|
SelectedAnim = 1;
|
|
}
|
|
FrameCountSinceLastAnim = 1;
|
|
}
|
|
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
|
|
}
|
|
FrameCountSinceLastAnim++;
|
|
} else if (SelectedMode == 17) {
|
|
// Apply Random function
|
|
s16 SwitchAtFrame = 0;
|
|
s16 CurAnimDuration = 0;
|
|
s16 LastAnim;
|
|
if (FrameCountSinceLastAnim == 0) {
|
|
// When opening Kaleido this will be passed one time
|
|
SelectedAnim = (rand() % (6 - 1 + 1)) + 1;
|
|
if (SelectedAnim == 0) {
|
|
// prevent loading 0 that would result to a crash.
|
|
SelectedAnim = 1;
|
|
}
|
|
} else if (FrameCountSinceLastAnim >= 1) {
|
|
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
|
|
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
|
|
if (SwitchAtFrame < MinFrameCount) {
|
|
// Animation frame count is lower than minimal wait time then we wait for another round.
|
|
// This will be looped to always add current animation time if that still lower than minimum time
|
|
while (SwitchAtFrame < MinFrameCount) {
|
|
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
|
|
}
|
|
} else if (CurAnimDuration >= MinFrameCount) {
|
|
// Since we have more (or same) animation time than min duration we set the wait time to animation
|
|
// time.
|
|
SwitchAtFrame = CurAnimDuration;
|
|
}
|
|
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
|
|
LastAnim = SelectedAnim;
|
|
if (LastAnim==1) {
|
|
if ((CUR_EQUIP_VALUE(EQUIP_SWORD)!=PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!= PLAYER_SHIELD_NONE)) { // if the player has a sword and shield equipped
|
|
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield
|
|
SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim
|
|
} else { //else if he's a child with a shield that isn't the deku shield
|
|
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
|
|
if (randval==4) { //if its the shield anim
|
|
SelectedAnim==6; // set to yawn anim
|
|
} else {
|
|
SelectedAnim=randval;
|
|
}
|
|
}
|
|
} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) != PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has a sword equipped but no shield
|
|
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
|
|
if (randval==4) { //if its the shield anim
|
|
SelectedAnim==6; // set to yawn anim
|
|
} else {
|
|
SelectedAnim=randval;
|
|
}
|
|
} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!=PLAYER_SHIELD_NONE)) { //if the player has a shield equipped but no sword
|
|
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield
|
|
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
|
|
if (randval==5) { //if its the sword anim
|
|
SelectedAnim==6; // set to yawn anim
|
|
} else {
|
|
SelectedAnim=randval;
|
|
}
|
|
} else {
|
|
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
|
|
if (randval==4) { //if its the shield anim
|
|
SelectedAnim==6; // set to yawn anim
|
|
} else {
|
|
SelectedAnim=randval;
|
|
}
|
|
}
|
|
} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has no sword or shield equipped
|
|
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
|
|
if (randval==4) { //if its the shield anim
|
|
SelectedAnim==6; // set to yawn anim
|
|
} else {
|
|
SelectedAnim=randval;
|
|
}
|
|
}
|
|
} else {
|
|
SelectedAnim = 1;
|
|
}
|
|
if (SelectedAnim == 0) {
|
|
// prevent loading 0 that would result to a crash. Also makes sure default idle is every other anim
|
|
SelectedAnim = 1;
|
|
}
|
|
FrameCountSinceLastAnim = 1;
|
|
}
|
|
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
|
|
}
|
|
FrameCountSinceLastAnim++;
|
|
} else if (SelectedMode == 15) {
|
|
// When opening Kaleido this will be passed one time
|
|
if (FrameCountSinceLastAnim < 1) {
|
|
SelectedAnim = rand() % (AnimArraySize - 0);
|
|
FrameCountSinceLastAnim++;
|
|
if (SelectedAnim == 0) {
|
|
// prevent loading 0 that would result to a crash.
|
|
SelectedAnim = 1;
|
|
}
|
|
FrameCountSinceLastAnim = 1;
|
|
}
|
|
if (CHECK_BTN_ALL(p1Input->press.button, BTN_B) || CHECK_BTN_ALL(p1Input->press.button, BTN_START)) {
|
|
FrameCountSinceLastAnim = 0;
|
|
}
|
|
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
|
|
} else if (SelectedMode < 16) {
|
|
// Not random so we place our CVar as SelectedAnim
|
|
SelectedAnim = SelectedMode;
|
|
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
|
|
}
|
|
|
|
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
|
|
|
|
//anim = gPlayerAnim_link_wait_itemD2_20f; // Use for biggoron sword?
|
|
|
|
if (CVarGetInteger("gPauseTriforce", 0)) {
|
|
anim = gPlayerAnim_link_magic_kaze2;
|
|
sword = 0;
|
|
shield = 0;
|
|
}
|
|
|
|
if (skelAnime->animation != anim) {
|
|
LinkAnimation_Change(play, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP,
|
|
-6.0f);
|
|
}
|
|
|
|
LinkAnimation_Update(play, skelAnime);
|
|
|
|
if (!LINK_IS_ADULT) {
|
|
// Link is placed too far up by default when animating
|
|
at.y += 60;
|
|
}
|
|
} else {
|
|
|
|
if (!LINK_IS_ADULT) {
|
|
if (shield == PLAYER_SHIELD_DEKU) {
|
|
srcTable = gLinkPauseChildDekuShieldJointTable;
|
|
} else {
|
|
srcTable = gLinkPauseChildJointTable;
|
|
}
|
|
} else {
|
|
if (sword == 3) {
|
|
srcTable = gLinkPauseAdultBgsJointTable;
|
|
} else if (shield != PLAYER_SHIELD_NONE) {
|
|
srcTable = gLinkPauseAdultShieldJointTable;
|
|
} else {
|
|
srcTable = gLinkPauseAdultJointTable;
|
|
}
|
|
}
|
|
|
|
srcTable = ResourceMgr_LoadArrayByNameAsVec3s(srcTable);
|
|
destTable = skelAnime->jointTable;
|
|
for (i = 0; i < skelAnime->limbCount; i++) {
|
|
*destTable++ = *srcTable++;
|
|
}
|
|
}
|
|
|
|
|
|
func_80091A24(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield,
|
|
boots, 64, 112, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer,
|
|
play->state.gfxCtx->curFrameBuffer + 0x1C00);
|
|
}
|