simplify pause menu link (#5013)

This commit is contained in:
aMannus
2025-02-08 19:08:52 +01:00
committed by GitHub
parent 2400ad1d68
commit 8f3711f008
7 changed files with 21 additions and 283 deletions

View File

@@ -27,9 +27,9 @@ void KaleidoSetup_Update(PlayState* play) {
gSaveContext.unk_13EE = gSaveContext.unk_13EA;
if (CHECK_BTN_ALL(input->cur.button, BTN_L))
CVarSetInteger(CVAR_GENERAL("PauseTriforce"), 1);
CVarSetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 1);
else
CVarSetInteger(CVAR_GENERAL("PauseTriforce"), 0);
CVarSetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0);
WREG(16) = -175;

View File

@@ -2101,9 +2101,6 @@ s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Ve
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
if ((type == PLAYER_MODELTYPE_SHEATH_18) || (type == PLAYER_MODELTYPE_SHEATH_19)) {
dListOffset = playerSwordAndShield[1] * ptrSize;
} else if (type == PLAYER_MODELTYPE_SHEATH_16 && CVarGetInteger(CVAR_ENHANCEMENT("PauseLiveLink"), 0)) {
//if (playerSwordAndShield[0] == 1)
//dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST];
@@ -2211,8 +2208,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
playerSwordAndShield[0] = sword;
playerSwordAndShield[1] = shield;
Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger(CVAR_ENHANCEMENT("PauseLiveLink"), 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
pos->y - (CVarGetInteger(CVAR_GENERAL("PauseTriforce"), 0) ? 16 : 0), pos->z, rot);
Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger(CVAR_ENHANCEMENT("PauseMenuAnimatedLink"), 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
pos->y - (CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0) ? 16 : 0), pos->z, rot);
Matrix_Scale(scale * (mirrorWorldActive ? -1 : 1), scale, scale, MTXMODE_APPLY);
gSPSegment(POLY_OPA_DISP++, 0x04, gameplayKeep);
@@ -2231,7 +2228,7 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
if (CVarGetInteger(CVAR_GENERAL("PauseTriforce"), 0)) {
if (CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0)) {
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
@@ -2255,11 +2252,6 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
CLOSE_DISPS(play->state.gfxCtx);
}
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 Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
Input* p1Input = &play->state.input[0];
@@ -2269,35 +2261,19 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f*
Vec3s* srcTable;
s32 i;
bool canswitchrnd = false;
s16 SelectedMode = CVarGetInteger(CVAR_ENHANCEMENT("PauseLiveLink"), 0);
MinFrameCount = CVarGetInteger(CVAR_ENHANCEMENT("MinFrameCount"), 200);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
uintptr_t* PauseMenuAnimSet[15][4] = {
{ 0, 0, 0, 0 }, // 0 = none
// IDLE // Two Handed // No shield // Kid Hylian Shield
{ gPlayerAnim_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free }, // Idle
{ gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f }, // Idle look around
{ gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f }, // Idle Belt
{ gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f }, // Idle shield adjust
{ gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD2_20f, gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD1_20f }, // Idle test sword
{ gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f }, // Idle yawn
{ gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_fighter_waitR_long, gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_anchor_waitR }, // Battle Stance
{ gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_normal_walk_free }, // Walking (No shield)
{ gPlayerAnim_link_normal_walk, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk, gPlayerAnim_link_normal_walk }, // Walking (Holding shield)
{ gPlayerAnim_link_normal_run, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run, gPlayerAnim_link_normal_run }, // Running (No shield)
{ gPlayerAnim_link_normal_run_free, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run_free, gPlayerAnim_link_normal_run_free }, // Running (Holding shield)
{ gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait }, // Hand on hip
{ gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_Lpower_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait }, // Spin Charge
{ gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait }, // Look at hand
uintptr_t* PauseMenuAnimSet[4] = {
// IDLE // Two Handed // No shield // Kid Hylian Shield
gPlayerAnim_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free
};
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
if (CVarGetInteger(CVAR_ENHANCEMENT("PauseLiveLink"), 0) || CVarGetInteger(CVAR_GENERAL("PauseTriforce"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("PauseMenuAnimatedLink"), 0) || CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0)) {
uintptr_t anim = 0; // Initialise anim
s16 EquipedStance;
if (CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_BIGGORON) {
EquipedStance = 1;
} else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_NONE) {
@@ -2308,159 +2284,17 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f*
// 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 == 17) {
// Apply Random function
s16 SwitchAtFrame = 0;
s16 CurAnimDuration = 0;
s16 LastAnim;
if (FrameCountSinceLastAnim == 0) {
// When opening Kaleido this will be passed one time
SelectedAnim = (rand() % (6 - 1 + 1)) + 1;
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) {
LastAnim = SelectedAnim;
if (LastAnim==1) {
if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword and shield equipped
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield
SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim
} else { //else if he's a child with a shield that isn't the deku shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword equipped but no shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { //if the player has a shield equipped but no sword
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield
s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
if (randval==5) { //if its the sword anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
} else {
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has no sword or shield equipped
s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
if (randval==4) { //if its the shield anim
SelectedAnim==6; // set to yawn anim
} else {
SelectedAnim=randval;
}
}
} else {
SelectedAnim = 1;
}
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash. Also makes sure default idle is every other anim
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];
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
//anim = gPlayerAnim_link_wait_itemD2_20f; // Use for biggoron sword?
if (CVarGetInteger(CVAR_GENERAL("PauseTriforce"), 0)) {
if (!CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0)) {
anim = PauseMenuAnimSet[EquipedStance];
} else {
anim = gPlayerAnim_link_magic_kaze2;
sword = 0;
shield = 0;
}
if (skelAnime->animation != anim) {
LinkAnimation_Change(play, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP,
-6.0f);
LinkAnimation_Change(play, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP, -6.0f);
}
LinkAnimation_Update(play, skelAnime);