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Doc player drawing (#1098)
* Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
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commit
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9 changed files with 112 additions and 85 deletions
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@ -106,9 +106,9 @@ void KaleidoScope_DrawPlayerWork(GlobalContext* globalCtx) {
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rot.y = 32300;
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rot.x = rot.z = 0;
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func_8009214C(globalCtx, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime, &pos, &rot, scale,
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CUR_EQUIP_VALUE(EQUIP_SWORD), CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1, CUR_EQUIP_VALUE(EQUIP_SHIELD),
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CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1);
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Player_DrawPause(globalCtx, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime, &pos, &rot, scale,
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CUR_EQUIP_VALUE(EQUIP_SWORD), CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1, CUR_EQUIP_VALUE(EQUIP_SHIELD),
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CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1);
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}
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void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
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@ -588,7 +588,8 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x0C, pauseCtx->iconItemAltSegment);
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func_800949A8(globalCtx->state.gfxCtx);
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KaleidoScope_DrawEquipmentImage(globalCtx, pauseCtx->playerSegment, 64, 112);
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KaleidoScope_DrawEquipmentImage(globalCtx, pauseCtx->playerSegment, PAUSE_EQUIP_PLAYER_WIDTH,
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PAUSE_EQUIP_PLAYER_HEIGHT);
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if (gUpgradeMasks[0]) {}
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@ -243,7 +243,7 @@ void KaleidoScope_SetupPlayerPreRender(GlobalContext* globalCtx) {
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gfx = Graph_GfxPlusOne(gfxRef);
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gSPDisplayList(WORK_DISP++, gfx);
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PreRender_SetValues(&sPlayerPreRender, 64, 112, fbuf, NULL);
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PreRender_SetValues(&sPlayerPreRender, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT, fbuf, NULL);
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func_800C1F20(&sPlayerPreRender, &gfx);
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func_800C20B4(&sPlayerPreRender, &gfx);
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@ -2634,7 +2634,8 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
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sPreRenderCvg = (void*)ALIGN16((u32)pauseCtx->nameSegment + 0x400 + 0xA00);
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PreRender_Init(&sPlayerPreRender);
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PreRender_SetValuesSave(&sPlayerPreRender, 64, 112, pauseCtx->playerSegment, NULL, sPreRenderCvg);
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PreRender_SetValuesSave(&sPlayerPreRender, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT,
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pauseCtx->playerSegment, NULL, sPreRenderCvg);
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KaleidoScope_DrawPlayerWork(globalCtx);
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KaleidoScope_SetupPlayerPreRender(globalCtx);
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