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Match more of player for retail (#1893)

This commit is contained in:
cadmic 2024-02-24 09:47:17 -08:00 committed by GitHub
parent 93295a842b
commit 7d128adf83
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GPG key ID: B5690EEEBB952194

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@ -2061,10 +2061,10 @@ LinkAnimationHeader* func_80833338(Player* this) {
}
s32 func_80833350(Player* this) {
if (func_80833338(this) != this->skelAnime.animation) {
LinkAnimationHeader** entry;
s32 i;
if (func_80833338(this) != this->skelAnime.animation) {
for (i = 0, entry = &D_80853D7C[0][0]; i < 28; i++, entry++) {
if (this->skelAnime.animation == *entry) {
return i + 1;
@ -4480,9 +4480,6 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
LinkAnimationHeader* anim;
f32 sp34;
f32 temp;
f32 wallPolyNormalX;
f32 wallPolyNormalZ;
f32 sp24;
if (!(this->stateFlags1 & PLAYER_STATE1_11) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
(!(this->stateFlags1 & PLAYER_STATE1_27) || (this->ageProperties->unk_14 > this->yDistToLedge))) {
@ -4524,9 +4521,9 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
anim = &gPlayerAnim_link_normal_250jump_start;
this->speedXZ = 1.0f;
} else {
wallPolyNormalX = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x);
wallPolyNormalZ = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z);
sp24 = this->distToInteractWall + 0.5f;
f32 wallPolyNormalX = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x);
f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z);
f32 sp24 = this->distToInteractWall + 0.5f;
this->stateFlags1 |= PLAYER_STATE1_14;
@ -4666,9 +4663,6 @@ u8 sReturnEntranceGroupIndices[] = {
s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) {
s32 exitIndex;
s32 temp;
s32 sp34;
f32 speedXZ;
s32 yaw;
if (this->actor.category == ACTORCAT_PLAYER) {
exitIndex = 0;
@ -4677,8 +4671,7 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
(this->csAction == PLAYER_CSACTION_NONE) && !(this->stateFlags1 & PLAYER_STATE1_0) &&
(((poly != NULL) && (exitIndex = SurfaceType_GetExitIndex(&play->colCtx, poly, bgId), exitIndex != 0)) ||
(func_8083816C(sFloorType) && (this->floorProperty == FLOOR_PROPERTY_12)))) {
sp34 = this->unk_A84 - (s32)this->actor.world.pos.y;
s32 sp34 = this->unk_A84 - (s32)this->actor.world.pos.y;
if (!(this->stateFlags1 & (PLAYER_STATE1_23 | PLAYER_STATE1_27 | PLAYER_STATE1_29)) &&
!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sp34 < 100) && (sYDistToFloor > 100.0f)) {
@ -4727,7 +4720,8 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
} else {
speedXZ = this->speedXZ;
f32 speedXZ = this->speedXZ;
s32 yaw;
if (speedXZ < 0.0f) {
this->actor.world.rot.y += 0x8000;
@ -4851,19 +4845,14 @@ s32 Player_PosVsWallLineTest(PlayState* play, Player* this, Vec3f* offset, Colli
}
s32 Player_ActionChange_1(Player* this, PlayState* play) {
SlidingDoorActorBase* slidingDoor;
DoorActorBase* door;
Actor* attachedActor;
s32 pad3;
s32 doorDirection;
f32 sp78;
f32 sp74;
Actor* doorActor;
f32 sp6C;
s32 pad3;
s32 frontRoom;
Actor* attachedActor;
LinkAnimationHeader* sp5C;
CollisionPoly* groundPoly;
Vec3f checkPos;
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
@ -4882,7 +4871,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
sp74 = Math_SinS(doorActor->shape.rot.y);
if (this->doorType == PLAYER_DOORTYPE_SLIDING) {
slidingDoor = (SlidingDoorActorBase*)doorActor;
SlidingDoorActorBase* slidingDoor = (SlidingDoorActorBase*)doorActor;
this->yaw = slidingDoor->dyna.actor.home.rot.y;
if (doorDirection > 0) {
@ -4926,7 +4915,8 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
} else {
// The door actor can be either EnDoor or DoorKiller.
door = (DoorActorBase*)doorActor;
DoorActorBase* door = (DoorActorBase*)doorActor;
LinkAnimationHeader* sp5C;
door->openAnim = (doorDirection < 0.0f)
? (LINK_IS_ADULT ? DOOR_OPEN_ANIM_ADULT_L : DOOR_OPEN_ANIM_CHILD_L)
@ -4983,6 +4973,9 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
Actor_DisableLens(play);
if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) {
CollisionPoly* groundPoly;
Vec3f checkPos;
checkPos.x = doorActor->world.pos.x - (sp6C * sp74);
checkPos.y = doorActor->world.pos.y + 10.0f;
checkPos.z = doorActor->world.pos.z - (sp6C * sp78);
@ -6716,24 +6709,33 @@ void func_8083E4C4(PlayState* play, Player* this, GetItemEntry* giEntry) {
Sfx_PlaySfxCentered((this->getItemId < 0) ? NA_SE_SY_GET_BOXITEM : NA_SE_SY_GET_ITEM);
}
#if OOT_DEBUG
#define DEBUG_iREG_67 iREG(67)
#else
#define DEBUG_iREG_67 0
#endif
s32 Player_ActionChange_2(Player* this, PlayState* play) {
Actor* interactedActor;
if (iREG(67) ||
if (DEBUG_iREG_67 ||
(((interactedActor = this->interactRangeActor) != NULL) && TitleCard_Clear(play, &play->actorCtx.titleCtx))) {
if (iREG(67) || (this->getItemId > GI_NONE)) {
if (iREG(67)) {
if (DEBUG_iREG_67 || (this->getItemId > GI_NONE)) {
if (DEBUG_iREG_67) {
this->getItemId = iREG(68);
}
if (this->getItemId < GI_MAX) {
GetItemEntry* giEntry = &sGetItemTable[this->getItemId - 1];
#if OOT_DEBUG
if ((interactedActor != &this->actor) && !iREG(67)) {
interactedActor->parent = &this->actor;
}
iREG(67) = false;
#else
interactedActor->parent = &this->actor;
#endif
if ((Item_CheckObtainability(giEntry->itemId) == ITEM_NONE) ||
(play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY)) {
@ -7782,6 +7784,8 @@ void func_80841138(Player* this, PlayState* play) {
f32 temp2;
if (this->unk_864 < 1.0f) {
s32 pad;
temp1 = R_UPDATE_RATE * 0.5f;
func_8084029C(this, REG(35) / 1000.0f);
LinkAnimation_LoadToJoint(play, &this->skelAnime,
@ -8074,6 +8078,8 @@ void func_80841EE4(Player* this, PlayState* play) {
f32 temp2;
if (this->unk_864 < 1.0f) {
s32 pad;
temp1 = R_UPDATE_RATE * 0.5f;
func_8084029C(this, REG(35) / 1000.0f);
@ -10727,15 +10733,15 @@ void Player_UpdateBodyBurn(PlayState* play, Player* this) {
sp54 = (s32)(this->speedXZ * 0.4f) + 1;
}
spawnedFlame = false;
timerPtr = this->bodyFlameTimers;
if (this->stateFlags2 & PLAYER_STATE2_3) {
sp58 = 100;
} else {
sp58 = 0;
}
spawnedFlame = false;
timerPtr = this->bodyFlameTimers;
func_8083819C(this, play);
for (i = 0; i < PLAYER_BODYPART_MAX; i++, timerPtr++) {
@ -11451,6 +11457,8 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
}
}
if (1) {}
CLOSE_DISPS(play->state.gfxCtx, "../z_player.c", 19328);
}
@ -13010,6 +13018,8 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
this->stateFlags2 &= ~(PLAYER_STATE2_23 | PLAYER_STATE2_24 | PLAYER_STATE2_25);
this->unk_6A8 = NULL;
} else if (play->msgCtx.ocarinaMode == OCARINA_MODE_02) {
s32 pad;
gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex = sWarpSongEntrances[play->msgCtx.lastPlayedSong];
gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x5FF;
gSaveContext.respawn[RESPAWN_MODE_RETURN].data = play->msgCtx.lastPlayedSong;
@ -13368,6 +13378,8 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
}
if (this->av2.actionVar2 == 0) {
s32 pad;
Message_StartTextbox(play, this->actor.textId, &this->actor);
if ((this->itemAction == PLAYER_IA_CHICKEN) || (this->itemAction == PLAYER_IA_POCKET_CUCCO)) {
@ -13947,27 +13959,6 @@ static LinkAnimationHeader* D_80854A70[] = {
static u8 D_80854A7C[] = { 70, 10, 10 };
static AnimSfxEntry D_80854A80[] = {
{ NA_SE_PL_SKIP, ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
{ NA_SE_VO_LI_SWORD_N, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_6, 26) },
};
static AnimSfxEntry D_80854A8C[][2] = {
{
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
{ NA_SE_VO_LI_MAGIC_FROL, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 30) },
},
{
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
{ NA_SE_VO_LI_MAGIC_NALE, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 44) },
},
{
{ NA_SE_VO_LI_MAGIC_ATTACK, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
{ NA_SE_IT_SWORD_SWING_HARD, -ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
},
};
void Player_Action_808507F4(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->av1.actionVar1 < 0) {
@ -14018,8 +14009,29 @@ void Player_Action_808507F4(Player* this, PlayState* play) {
}
} else if (this->av1.actionVar1 >= 0) {
if (this->av2.actionVar2 == 0) {
static AnimSfxEntry D_80854A80[] = {
{ NA_SE_PL_SKIP, ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
{ NA_SE_VO_LI_SWORD_N, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_6, 26) },
};
Player_ProcessAnimSfxList(this, D_80854A80);
} else if (this->av2.actionVar2 == 1) {
static AnimSfxEntry D_80854A8C[][2] = {
{
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
{ NA_SE_VO_LI_MAGIC_FROL, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 30) },
},
{
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
{ NA_SE_VO_LI_MAGIC_NALE, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 44) },
},
{
{ NA_SE_VO_LI_MAGIC_ATTACK, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
{ NA_SE_IT_SWORD_SWING_HARD, -ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
},
};
Player_ProcessAnimSfxList(this, D_80854A8C[this->av1.actionVar1]);
if ((this->av1.actionVar1 == 2) && LinkAnimation_OnFrame(&this->skelAnime, 30.0f)) {
this->stateFlags1 &= ~(PLAYER_STATE1_28 | PLAYER_STATE1_29);
@ -15127,7 +15139,6 @@ void func_80852C0C(PlayState* play, Player* this, s32 csAction) {
void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
CsCmdActorCue* cue = play->csCtx.playerCue;
s32 pad;
s32 csAction;
if (play->csCtx.state == CS_STATE_STOP) {
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
@ -15138,8 +15149,8 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
if (cue == NULL) {
this->actor.flags &= ~ACTOR_FLAG_6;
return;
}
} else {
s32 csAction;
if (this->cueId != cue->id) {
csAction = sCueToCsActionMap[cue->id];
@ -15166,6 +15177,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
csAction = sCueToCsActionMap[this->cueId];
func_80852B4C(play, this, cue, &D_80854E50[ABS(csAction)]);
}
}
void Player_Action_CsAction(Player* this, PlayState* play) {