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z_fishing partially documented (#1424)
* Document z_Fishing Document code and data RE: Fishing minigame. * More z_fishing.c progress Id's more values, added flag for "High score" entries * moved and renamed Fishing flags Flags moved outside z_fishing.c - ending sequence checks for "hat stolen" flag. * more fishing.c Id'ing added more id's and clarification. * Update z_fishing.h clarified not about fish weight. * more z_fishing.c documenting missed a bitfeiled in the fishing "highScores" that kept track of your number of fishing trips * Update z64save.h a #define got lost for the "fishing games played" increment * z_fishing: a few formatting and naming changes based on feedback - removed comments summing textboxes as it was deemed redundant - tried to unify fish measurment as "length" - clarified a few vars based on name - formatted single-line comments to have one space. * Update z_fishing.c ran format.py and fixle.sh * Update z_fishing.c changed code around a few bools that was still matching. * `z_en_Fishing`: changes from feedback, id'd rotate phase fields. * Update z_fishing.c merge fix * `z_fishing`: More doc'ing. * `z_fishing`: changes based on feedback * `z_fishing`: fixed typo * `z_fishing`: merge with master * Update z_fishing.c sSinkingLureLocationPos was too redundant * Merge fix, added more comments, #defines, id's * Update z_fishing.c adding EN_FISH_PARAM may have led to mismatch. * `z_fishing`: fixed compare mismatch * Update z64save.h fix typo * Update z_fishing.c a few more id's
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4 changed files with 1446 additions and 1399 deletions
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@ -324,6 +324,18 @@ typedef enum {
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/* 0x06 */ HS_DAMPE_RACE
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/* 0x06 */ HS_DAMPE_RACE
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} HighScores;
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} HighScores;
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// the score value for the fishing minigame also stores many flags.
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#define HS_FISH_LENGTH_CHILD 0x7F // mask for record length of catch as child.
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#define HS_FISH_LENGTH_ADULT 0x7F000000 // mask for record length of catch as adult.
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#define HS_FISH_PLAYED_CHILD 0x100 // set when first talking to owner as child
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#define HS_FISH_PLAYED_ADULT 0x200 // set when first talking to owner as adult
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#define HS_FISH_PRIZE_CHILD 0x400 // won the Piece of Heart
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#define HS_FISH_PRIZE_ADULT 0x800 // won the Golden Scale
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#define HS_FISH_STOLE_HAT 0x1000 // Pond owner is visibly bald as Adult Link.
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#define HS_FISH_CHEAT_CHILD 0x80 // used Sinking Lure as child to catch record fish
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#define HS_FISH_CHEAT_ADULT 0x80000000 // used Sinking Lure as adult to catch record fish
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#define HS_FISH_PLAYED 0x10000 // incremented for every play. controls weather.
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typedef enum {
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typedef enum {
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/* 0 */ SUNSSONG_INACTIVE,
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/* 0 */ SUNSSONG_INACTIVE,
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/* 1 */ SUNSSONG_START, // the suns ocarina effect signals that the song has finished playing
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/* 1 */ SUNSSONG_START, // the suns ocarina effect signals that the song has finished playing
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@ -1083,7 +1083,7 @@ void DemoEc_UpdateFishingOwner(DemoEc* this, PlayState* play) {
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void DemoEc_FishingOwnerPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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void DemoEc_FishingOwnerPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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DemoEc* this = (DemoEc*)thisx;
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DemoEc* this = (DemoEc*)thisx;
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if ((limbIndex == 8) && !(HIGH_SCORE(HS_FISHING) & 0x1000)) {
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if ((limbIndex == 8) && !(HIGH_SCORE(HS_FISHING) & HS_FISH_STOLE_HAT)) {
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gSPDisplayList((*gfx)++, SEGMENTED_TO_VIRTUAL(gFishingOwnerHatDL));
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gSPDisplayList((*gfx)++, SEGMENTED_TO_VIRTUAL(gFishingOwnerHatDL));
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}
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}
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -9,50 +9,48 @@ struct Fishing;
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typedef struct Fishing {
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typedef struct Fishing {
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/* 0x0000 */ Actor actor;
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0x004];
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/* 0x014C */ char unk_14C[0x004];
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/* 0x0150 */ u8 unk_150;
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/* 0x0150 */ u8 isLoach;
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/* 0x0151 */ u8 unk_151;
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/* 0x0151 */ u8 lilyTimer; // if near lily and >0, lily moves. Move more if >20
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/* 0x0152 */ u8 unk_152;
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/* 0x0152 */ u8 unk_152;
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/* 0x0154 */ s16 unk_154;
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/* 0x0154 */ s16 unk_154;
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/* 0x0156 */ u8 unk_156;
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/* 0x0156 */ u8 unk_156;
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/* 0x0157 */ u8 unk_157;
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/* 0x0157 */ u8 unk_157;
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/* 0x0158 */ s16 unk_158;
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/* 0x0158 */ s16 fishState; // negative index for loach behavior
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/* 0x015A */ s16 unk_15A;
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/* 0x015A */ s16 fishStateNext;
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/* 0x015C */ s16 unk_15C;
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/* 0x015C */ s16 stateAndTimer; // fish use as timer that's AND'd, owner as talking state
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/* 0x015E */ s16 unk_15E;
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/* 0x015E */ s16 unk_15E;
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/* 0x0160 */ s16 unk_160;
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/* 0x0160 */ s16 unk_160; // fish use as rotateX, owner as index of eye texture
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/* 0x0162 */ s16 unk_162;
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/* 0x0162 */ s16 unk_162; // fish use as rotateY, owner as index of eye texture
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/* 0x0164 */ s16 unk_164;
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/* 0x0164 */ s16 unk_164; // fish use as rotateZ, owner as rotation of head
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/* 0x0166 */ s16 unk_166;
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/* 0x0166 */ Vec3s rotationTarget;
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/* 0x0168 */ s16 unk_168;
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/* 0x016C */ s16 fishLimb23RotYDelta;
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/* 0x016A */ s16 unk_16A;
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/* 0x016C */ s16 unk_16C;
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/* 0x016E */ s16 unk_16E;
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/* 0x016E */ s16 unk_16E;
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/* 0x0170 */ s16 unk_170;
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/* 0x0170 */ s16 fishLimbDRotZDelta;
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/* 0x0172 */ s16 unk_172;
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/* 0x0172 */ s16 fishLimbEFRotYDelta;
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/* 0x0174 */ s16 unk_174;
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/* 0x0174 */ s16 fishLimb89RotYDelta;
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/* 0x0176 */ s16 unk_176;
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/* 0x0176 */ s16 fishLimb4RotYDelta;
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/* 0x0178 */ s16 unk_178;
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/* 0x0178 */ s16 unk_178;
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/* 0x017A */ s16 unk_17A[4];
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/* 0x017A */ s16 timerArray[4];
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/* 0x0184 */ f32 unk_184;
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/* 0x0184 */ f32 unk_184;
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/* 0x0188 */ f32 unk_188;
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/* 0x0188 */ f32 speedTarget;
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/* 0x018C */ f32 unk_18C;
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/* 0x018C */ f32 fishLimbRotPhase;
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/* 0x0190 */ f32 unk_190;
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/* 0x0190 */ f32 unk_190; // fishLimbRotPhaseStep target
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/* 0x0194 */ f32 unk_194;
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/* 0x0194 */ f32 unk_194; // fishLimbRotPhaseMag target
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/* 0x0198 */ f32 unk_198;
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/* 0x0198 */ f32 fishLimbRotPhaseStep;
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/* 0x019C */ f32 unk_19C;
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/* 0x019C */ f32 fishLimbRotPhaseMag;
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/* 0x01A0 */ s16 unk_1A0;
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/* 0x01A0 */ s16 bumpTimer; // set when hitting a wall.
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/* 0x01A2 */ s16 unk_1A2;
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/* 0x01A2 */ s16 unk_1A2; // "scared" timer?
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/* 0x01A4 */ s16 unk_1A4;
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/* 0x01A4 */ s16 unk_1A4; // "scared" timer? set at same time as above
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/* 0x01A8 */ f32 unk_1A8;
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/* 0x01A8 */ f32 perception; // how easily they are drawn to the lure.
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/* 0x01AC */ f32 unk_1AC;
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/* 0x01AC */ f32 fishLength; // fish are (x^2*.0036+.5) lbs, loach double that.
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/* 0x01B0 */ f32 unk_1B0;
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/* 0x01B0 */ f32 rotationStep;
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/* 0x01B4 */ Vec3f unk_1B4;
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/* 0x01B4 */ Vec3f fishTargetPos;
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/* 0x01C0 */ Vec3f fishMouthPos;
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/* 0x01C0 */ Vec3f fishMouthPos;
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/* 0x01CC */ s16 unk_1CC[3];
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/* 0x01CC */ s16 loachRotYDelta[3]; // adds rotation to the loach limb 3-5.
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/* 0x01D2 */ u8 unk_1D2;
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/* 0x01D2 */ u8 bubbleTime; // spawn bubbles while >0
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/* 0x01D3 */ u8 unk_1D3;
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/* 0x01D3 */ u8 isAquariumMessage;
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/* 0x01D4 */ u8 unk_1D4;
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/* 0x01D4 */ u8 aquariumWaitTimer;
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/* 0x01D5 */ u8 unk_1D5;
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/* 0x01D5 */ u8 keepState; // case-switch and keeping or releasing a fish
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/* 0x01D8 */ SkelAnime skelAnime;
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/* 0x01D8 */ SkelAnime skelAnime;
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/* 0x021C */ LightNode* lightNode;
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/* 0x021C */ LightNode* lightNode;
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/* 0x0220 */ LightInfo lightInfo;
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/* 0x0220 */ LightInfo lightInfo;
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@ -60,4 +58,8 @@ typedef struct Fishing {
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/* 0x0250 */ ColliderJntSphElement colliderElements[12];
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/* 0x0250 */ ColliderJntSphElement colliderElements[12];
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} Fishing; // size = 0x0550
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} Fishing; // size = 0x0550
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#define EN_FISH_OWNER 1 // param for owner of pond. default if params<100
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#define EN_FISH_PARAM 100 // param base for fish in pond.
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#define EN_FISH_AQUARIUM 200 // param for record fish in tank.
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#endif
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#endif
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