mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-07-16 10:02:59 -07:00
Enhancement: More options for Kaleido Link (#394)
* Enhancement: More options for Kaleido Link ADDED: 14 animations to use ADDED: 2 random mode ADDED: Link rotation on the menu with DPAD-Left and Right ADDED: Reset position with DPAD-Up and Down * ADDED/ Choice to use C-Button or D-pad
This commit is contained in:
parent
29d4cd27c4
commit
08c161fd13
3 changed files with 168 additions and 13 deletions
|
@ -1661,26 +1661,118 @@ 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?
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue