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-rw-r--r--soh/src/code/z_player_lib.c154
1 files changed, 129 insertions, 25 deletions
diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c
index af95f26df..cf7fbd51c 100644
--- a/soh/src/code/z_player_lib.c
+++ b/soh/src/code/z_player_lib.c
@@ -744,26 +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 NewColor[3];
- color = &sTunicColors[tunic];
- if (CVar_GetS32("gUseTunicsCol",0) == 1) {
- if (tunic == PLAYER_TUNIC_KOKIRI || tunic == PLAYER_TUNIC_GORON || tunic == PLAYER_TUNIC_ZORA) {
- NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
- NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
- NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
- NewColor[PLAYER_TUNIC_GORON].r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
- NewColor[PLAYER_TUNIC_GORON].g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
- NewColor[PLAYER_TUNIC_GORON].b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
- NewColor[PLAYER_TUNIC_ZORA].r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
- NewColor[PLAYER_TUNIC_ZORA].g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
- NewColor[PLAYER_TUNIC_ZORA].b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
+
+ Color_RGB8 sTemp;
+ Color_RGB8 sOriginalTunicColors[] = {
+ { 30, 105, 27 },
+ { 100, 20, 0 },
+ { 0, 60, 100 },
+ };
+ color = &sTemp;
+ 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 {
- NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
- NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
- NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
+ color->r = sOriginalTunicColors[tunic].r;
+ color->g = sOriginalTunicColors[tunic].g;
+ color->b = sOriginalTunicColors[tunic].b;
}
- color = NewColor;
}
+
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
@@ -1649,26 +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 (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];
+ }
- 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;
+ anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
//anim = gPlayerAnim_003428; // Use for biggoron sword?