Merge develop into zelda64

This commit is contained in:
Kevin Alexis Contreras 2022-05-31 17:49:39 -05:00
commit 0067a69795
52 changed files with 2214 additions and 919 deletions

View file

@ -29,7 +29,8 @@ s16 sBootData[PLAYER_BOOTS_MAX][17] = {
// Used to map action params to model groups
u8 sActionModelGroups[] = {
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,
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,
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,
3, 3, 3, 3, 3, 3, 3, 3
};
TextTriggerEntry sTextTriggers[] = {
@ -743,25 +744,38 @@ void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
#else
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
#endif
Color_RGB8 sTemp;
Color_RGB8 sOriginalTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
color = &sTemp;
if (tunic == PLAYER_TUNIC_KOKIRI) {
color->r = CVar_GetS32("gTunic_Kokiri_Red", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_Green", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_Blue", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
} else if (tunic == PLAYER_TUNIC_GORON) {
color->r = CVar_GetS32("gTunic_Goron_Red", sTunicColors[PLAYER_TUNIC_GORON].r);
color->g = CVar_GetS32("gTunic_Goron_Green", sTunicColors[PLAYER_TUNIC_GORON].g);
color->b = CVar_GetS32("gTunic_Goron_Blue", sTunicColors[PLAYER_TUNIC_GORON].b);
} else if (tunic == PLAYER_TUNIC_ZORA) {
color->r = CVar_GetS32("gTunic_Zora_Red", sTunicColors[PLAYER_TUNIC_ZORA].r);
color->g = CVar_GetS32("gTunic_Zora_Green", sTunicColors[PLAYER_TUNIC_ZORA].g);
color->b = CVar_GetS32("gTunic_Zora_Blue", sTunicColors[PLAYER_TUNIC_ZORA].b);
} else {
color->r = CVar_GetS32("gTunic_Kokiri_Red", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_Green", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_Blue", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
if (tunic == PLAYER_TUNIC_KOKIRI && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
} else if (tunic == PLAYER_TUNIC_GORON && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
} else if (tunic == PLAYER_TUNIC_ZORA && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
} else if (!CVar_GetS32("gUseTunicsCol",0)){
if (tunic >= 3) {
color->r = sOriginalTunicColors[0].r;
color->g = sOriginalTunicColors[0].g;
color->b = sOriginalTunicColors[0].b;
} else {
color->r = sOriginalTunicColors[tunic].r;
color->g = sOriginalTunicColors[tunic].g;
color->b = sOriginalTunicColors[tunic].b;
}
}
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
@ -1648,26 +1662,118 @@ void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, SkelAnime
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3288);
}
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(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
Input* p1Input = &globalCtx->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 = CVar_GetS32("gPauseLiveLink", 1);
MinFrameCount = CVar_GetS32("gMinFrameCount", 200);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
if (CVar_GetS32("gPauseLiveLink", 0) || CVar_GetS32("gPauseTriforce", 0)) {
uintptr_t anim = gPlayerAnim_003238; // idle
uintptr_t* PauseMenuAnimSet[15][4] = {
{ 0, 0, 0, 0 }, // 0 = none
// IDLE // Two Handed // No shield // Kid Hylian Shield
{ gPlayerAnim_003238, gPlayerAnim_002BE0, gPlayerAnim_003240, gPlayerAnim_003240 }, // Idle
{ gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200 }, // Idle look around
{ gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0 }, // Idle Belt
{ gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418 }, // Idle shield adjust
{ gPlayerAnim_003420, gPlayerAnim_003428, gPlayerAnim_003420, gPlayerAnim_003420 }, // Idle test sword
{ gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0 }, // Idle yawn
{ gPlayerAnim_0025D0, gPlayerAnim_002BD0, gPlayerAnim_0025D0, gPlayerAnim_0025D0 }, // Battle Stance
{ gPlayerAnim_003290, gPlayerAnim_002BF8, gPlayerAnim_003290, gPlayerAnim_003290 }, // Walking (No shield)
{ gPlayerAnim_003268, gPlayerAnim_002BF8, gPlayerAnim_003268, gPlayerAnim_003268 }, // Walking (Holding shield)
{ gPlayerAnim_003138, gPlayerAnim_002B40, gPlayerAnim_003138, gPlayerAnim_003138 }, // Running (No shield)
{ gPlayerAnim_003140, gPlayerAnim_002B40, gPlayerAnim_003140, gPlayerAnim_003140 }, // Running (Holding shield)
{ gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8 }, // Hand on hip
{ gPlayerAnim_002AF0, gPlayerAnim_002928, gPlayerAnim_002AF0, gPlayerAnim_002AF0 }, // Spin Charge
{ gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820 }, // Look at hand
};
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3)
anim = gPlayerAnim_002BE0; // Two Handed Anim
else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 0)
anim = gPlayerAnim_003240;
else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 2 && LINK_AGE_IN_YEARS == YEARS_CHILD)
anim = gPlayerAnim_003240;
if (CVar_GetS32("gPauseLiveLink", !0) || CVar_GetS32("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 == 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_003428; // Use for biggoron sword?