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Restructure event flags in z64save.h (3/?): Cursed Family Rewards (#2392)

* Cursed Family reward event flags

* tunic -> shirt
This commit is contained in:
mzxrules 2024-12-28 21:29:10 -05:00 committed by GitHub
parent a590995c1a
commit 95d5f5b18d
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GPG key ID: B5690EEEBB952194
2 changed files with 21 additions and 23 deletions

View file

@ -658,12 +658,12 @@ typedef enum LinkAge {
#define EVENTCHKINF_SONGS_FOR_FROGS_STORMS 0xD6
// EVENTCHKINF 0xDA-0xDE
#define EVENTCHKINF_INDEX_DA_DB_DC_DD_DE EVENTCHKINF_INDEX(EVENTCHKINF_DA)
#define EVENTCHKINF_DA 0xDA
#define EVENTCHKINF_DB 0xDB
#define EVENTCHKINF_DC 0xDC
#define EVENTCHKINF_DD 0xDD
#define EVENTCHKINF_DE 0xDE
#define EVENTCHKINF_INDEX_SKULLTULA_REWARD 0xD
#define EVENTCHKINF_SKULLTULA_REWARD_10 0xDA
#define EVENTCHKINF_SKULLTULA_REWARD_20 0xDB
#define EVENTCHKINF_SKULLTULA_REWARD_30 0xDC
#define EVENTCHKINF_SKULLTULA_REWARD_40 0xDD
#define EVENTCHKINF_SKULLTULA_REWARD_50 0xDE
/*

View file

@ -75,23 +75,17 @@ static EnSthActionFunc sRewardObtainedWaitActions[6] = {
static u16 sEventFlags[6] = {
0,
EVENTCHKINF_MASK(EVENTCHKINF_DA),
EVENTCHKINF_MASK(EVENTCHKINF_DB),
EVENTCHKINF_MASK(EVENTCHKINF_DC),
EVENTCHKINF_MASK(EVENTCHKINF_DD),
EVENTCHKINF_MASK(EVENTCHKINF_DE),
EVENTCHKINF_MASK(EVENTCHKINF_SKULLTULA_REWARD_10),
EVENTCHKINF_MASK(EVENTCHKINF_SKULLTULA_REWARD_20),
EVENTCHKINF_MASK(EVENTCHKINF_SKULLTULA_REWARD_30),
EVENTCHKINF_MASK(EVENTCHKINF_SKULLTULA_REWARD_40),
EVENTCHKINF_MASK(EVENTCHKINF_SKULLTULA_REWARD_50),
};
static s16 sGetItemIds[6] = {
GI_RUPEE_GOLD, GI_WALLET_ADULT, GI_STONE_OF_AGONY, GI_WALLET_GIANT, GI_BOMBCHUS_10, GI_HEART_PIECE,
};
static Vec3f D_80B0B49C = { 700.0f, 400.0f, 0.0f };
static Color_RGB8 sTunicColors[6] = {
{ 190, 110, 0 }, { 0, 180, 110 }, { 0, 255, 80 }, { 255, 160, 60 }, { 190, 230, 250 }, { 240, 230, 120 },
};
void EnSth_SetupAction(EnSth* this, EnSthActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
@ -119,7 +113,7 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
}
objectId = sObjectIds[params];
if (objectId != 1) {
if (objectId != OBJECT_GAMEPLAY_KEEP) {
objectSlot = Object_GetSlot(&play->objectCtx, objectId);
} else {
objectSlot = 0;
@ -159,9 +153,9 @@ void EnSth_SetupAfterObjectLoaded(EnSth* this, PlayState* play) {
16);
Animation_PlayLoop(&this->skelAnime, sAnimations[this->actor.params]);
this->eventFlag = sEventFlags[this->actor.params];
params = &this->actor.params;
if (gSaveContext.save.info.eventChkInf[EVENTCHKINF_INDEX_DA_DB_DC_DD_DE] & this->eventFlag) {
this->eventFlag = sEventFlags[*params];
if (gSaveContext.save.info.eventChkInf[EVENTCHKINF_INDEX_SKULLTULA_REWARD] & this->eventFlag) {
EnSth_SetupAction(this, sRewardObtainedWaitActions[*params]);
} else {
EnSth_SetupAction(this, EnSth_RewardUnobtainedWait);
@ -261,7 +255,7 @@ void EnSth_GiveReward(EnSth* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
gSaveContext.save.info.eventChkInf[EVENTCHKINF_INDEX_DA_DB_DC_DD_DE] |= this->eventFlag;
gSaveContext.save.info.eventChkInf[EVENTCHKINF_INDEX_SKULLTULA_REWARD] |= this->eventFlag;
} else {
EnSth_GivePlayerItem(this, play);
}
@ -363,6 +357,7 @@ s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
}
void EnSth_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f D_80B0B49C = { 700.0f, 400.0f, 0.0f };
EnSth* this = (EnSth*)thisx;
if (limbIndex == 15) {
@ -388,6 +383,9 @@ Gfx* EnSth_AllocColorDList(GraphicsContext* play, u8 envR, u8 envG, u8 envB, u8
}
void EnSth_Draw(Actor* thisx, PlayState* play) {
static Color_RGB8 sShirtColors[6] = {
{ 190, 110, 0 }, { 0, 180, 110 }, { 0, 255, 80 }, { 255, 160, 60 }, { 190, 230, 250 }, { 240, 230, 120 },
};
EnSth* this = (EnSth*)thisx;
Color_RGB8* envColor1;
@ -397,8 +395,8 @@ void EnSth_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_37Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
EnSth_AllocColorDList(play->state.gfxCtx, sTunicColors[this->actor.params].r,
sTunicColors[this->actor.params].g, sTunicColors[this->actor.params].b, 255));
EnSth_AllocColorDList(play->state.gfxCtx, sShirtColors[this->actor.params].r,
sShirtColors[this->actor.params].g, sShirtColors[this->actor.params].b, 255));
if (this->actor.params == 0) {
gSPSegment(POLY_OPA_DISP++, 0x09, EnSth_AllocColorDList(play->state.gfxCtx, 190, 110, 0, 255));