mirror of https://github.com/zeldaret/oot.git
Merge branch 'doc_pause_24_drawinfopanel_quads' into doc_pause_menu
This commit is contained in:
commit
db7b5247d4
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@ -81,11 +81,11 @@ typedef struct ColliderInitToActor {
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} ColliderInitToActor; // size = 0x08
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typedef enum HitSpecialEffect {
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HIT_SPECIAL_EFFECT_0, // None
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HIT_SPECIAL_EFFECT_1, // Fire
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HIT_SPECIAL_EFFECT_2, // Ice
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HIT_SPECIAL_EFFECT_3,
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HIT_SPECIAL_EFFECT_4
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HIT_SPECIAL_EFFECT_NONE,
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HIT_SPECIAL_EFFECT_FIRE,
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HIT_SPECIAL_EFFECT_ICE,
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HIT_SPECIAL_EFFECT_ELECTRIC,
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HIT_SPECIAL_EFFECT_KNOCKBACK
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} HitSpecialEffect;
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typedef struct ColliderElementDamageInfoAT {
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@ -95,8 +95,8 @@ typedef struct ColliderElementDamageInfoAT {
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} ColliderElementDamageInfoAT; // size = 0x08
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typedef enum HitBacklash {
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HIT_BACKLASH_0,
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HIT_BACKLASH_1 // Shock?
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HIT_BACKLASH_NONE,
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HIT_BACKLASH_ELECTRIC
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} HitBacklash;
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typedef struct ColliderElementDamageInfoAC {
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@ -3015,8 +3015,8 @@ void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
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info->damage = 0;
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info->damageReaction = 0;
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info->atHitBacklash = HIT_BACKLASH_0;
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info->acHitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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info->atHitBacklash = HIT_BACKLASH_NONE;
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info->acHitSpecialEffect = HIT_SPECIAL_EFFECT_NONE;
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info->displacement.x = info->displacement.y = info->displacement.z = 0.0f;
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}
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@ -492,7 +492,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
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if (this->actor.params == TW_FIRE_BLAST || this->actor.params == TW_FIRE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastFire;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_FIRE;
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} else if (this->actor.params == TW_ICE_BLAST || this->actor.params == TW_ICE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastIce;
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} else if (this->actor.params >= TW_DEATHBALL_KOTAKE) {
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@ -369,7 +369,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_FIRE;
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EnBb_SetupRed(play, this);
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break;
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case ENBB_WHITE:
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@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
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void EnBili_SetupFloatIdle(EnBili* this) {
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this->actor.speed = 0.7f;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_1;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
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this->timer = 32;
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this->actor.home.pos.y = this->actor.world.pos.y;
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this->actor.gravity = 0.0f;
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@ -253,7 +253,7 @@ void EnBili_SetupDie(EnBili* this) {
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*/
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void EnBili_SetupStunned(EnBili* this) {
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this->timer = 80;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_0;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_NONE;
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this->actor.gravity = -1.0f;
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this->actor.speed = 0.0f;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80);
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@ -110,7 +110,7 @@ u32 func_809CBCBC(EnBubble* this) {
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ColliderElement* elem = &this->colliderJntSph.elements[0].base;
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elem->atDmgInfo.dmgFlags = DMG_EXPLOSIVE;
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elem->atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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elem->atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_NONE;
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elem->atDmgInfo.damage = 4;
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elem->atElemFlags = ATELEM_ON;
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this->actor.velocity.y = 0.0f;
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@ -786,7 +786,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
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func_8002836C(play, &thisx->world.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
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}
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if (this->unk_248 <= 0.4f) {
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_NONE;
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if (((play->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
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accel.y = -0.1f;
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velocity.x = Rand_CenteredFloat(4.0f);
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@ -806,7 +806,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
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20.0f - (this->unk_248 * 40.0f));
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}
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} else {
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_FIRE;
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}
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this->unk_234 = Actor_TestFloorInDirection(thisx, play, 50.0f, thisx->world.rot.y);
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@ -134,7 +134,7 @@ static InitChainEntry sInitChain[] = {
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void EnFirefly_Extinguish(EnFirefly* this) {
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this->actor.params += 2;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_NONE;
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this->auraType = KEESE_AURA_NONE;
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this->onFire = false;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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@ -146,7 +146,7 @@ void EnFirefly_Ignite(EnFirefly* this) {
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} else {
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this->actor.params -= 2;
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}
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_FIRE;
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this->auraType = KEESE_AURA_FIRE;
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this->onFire = true;
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this->actor.naviEnemyId = NAVI_ENEMY_FIRE_KEESE;
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@ -190,10 +190,10 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == KEESE_ICE_FLY) {
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_2;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_ICE;
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this->actor.naviEnemyId = NAVI_ENEMY_ICE_KEESE;
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} else {
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_NONE;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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}
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@ -151,7 +151,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Reeba boss appears ☆☆☆☆☆ %f\n") VT_RST,
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this->scale);
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this->actor.colChkInfo.health = 20;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_4;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_KNOCKBACK;
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this->collider.elem.atDmgInfo.damage = 16;
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
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}
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@ -272,7 +272,7 @@ void EnVali_SetupStunned(EnVali* this) {
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this->timer = 80;
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this->actor.velocity.y = 0.0f;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80);
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_0;
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_NONE;
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actor.velocity.y = 1.0f;
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this->actionFunc = EnVali_Stunned;
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@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
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}
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if (this->timer == 0) {
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_1;
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
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EnVali_SetupFloatIdle(this);
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}
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}
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@ -4798,7 +4798,7 @@ void func_8083821C(Player* this) {
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}
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void func_80838280(Player* this) {
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if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_1) {
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if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_FIRE) {
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func_8083821C(this);
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}
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_FALL_L);
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@ -4915,7 +4915,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
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}
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}
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if (sp64 && (this->shieldQuad.elem.acHitElem->atDmgInfo.hitSpecialEffect == HIT_SPECIAL_EFFECT_1)) {
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if (sp64 && (this->shieldQuad.elem.acHitElem->atDmgInfo.hitSpecialEffect == HIT_SPECIAL_EFFECT_FIRE)) {
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func_8083819C(this, play);
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}
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@ -4938,11 +4938,11 @@ s32 func_808382DC(Player* this, PlayState* play) {
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if (this->stateFlags1 & PLAYER_STATE1_27) {
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sp4C = PLAYER_HIT_RESPONSE_NONE;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_2) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ICE) {
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sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_3) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ELECTRIC) {
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sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_4) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_KNOCKBACK) {
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sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE;
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} else {
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func_80838280(this);
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@ -9145,7 +9145,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
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if ((func_80842AC4(play, this) == 0) && (this->heldItemAction != PLAYER_IA_HAMMER)) {
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func_80842B7C(play, this);
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if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_1) {
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if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_ELECTRIC) {
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this->actor.colChkInfo.damage = 8;
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func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y,
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20);
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@ -1653,7 +1653,10 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
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CLOSE_DISPS(gfxCtx, "../z_kaleido_scope_PAL.c", 1577);
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}
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void KaleidoScope_DrawInfoPanel(PlayState* play) {
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/**
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* Draws the buttons for scrolling left/right, and the info plate.
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*/
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void KaleidoScope_DrawUIOverlay(PlayState* play) {
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static void* sToEquipTextTextures[] =
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LANGUAGE_ARRAY(gPauseToEquipJPNTex, gPauseToEquipENGTex, gPauseToEquipGERTex, gPauseToEquipFRATex);
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static void* sToDecideTextTextures[] =
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@ -1794,7 +1797,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
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pauseCtx->uiOverlayVtx[j + 1].v.cn[3] = pauseCtx->uiOverlayVtx[j + 3].v.cn[3] = pauseCtx->alpha;
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}
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// UI_OVERLAY_QUAD_BG_RIGHT
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// UI_OVERLAY_QUAD_INFO_BG_RIGHT
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pauseCtx->uiOverlayVtx[4].v.ob[0] = pauseCtx->uiOverlayVtx[6].v.ob[0] = pauseCtx->uiOverlayVtx[0].v.ob[0] + 72;
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pauseCtx->uiOverlayVtx[5].v.ob[0] = pauseCtx->uiOverlayVtx[7].v.ob[0] = pauseCtx->uiOverlayVtx[4].v.ob[0] + 72;
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@ -1862,7 +1865,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 90, 100, 130, 255);
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gSPVertex(POLY_OPA_DISP++, &pauseCtx->uiOverlayVtx[0], 16, 0);
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// Draw UI_OVERLAY_QUAD_BG_LEFT, UI_OVERLAY_QUAD_BG_RIGHT
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// Draw UI_OVERLAY_QUAD_INFO_BG_LEFT, UI_OVERLAY_QUAD_INFO_BG_RIGHT
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gSPDisplayList(POLY_OPA_DISP++, gInfoPanelBgDL);
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if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) && (pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE)) {
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@ -3472,7 +3475,7 @@ void KaleidoScope_Draw(PlayState* play) {
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KaleidoScope_SetView(pauseCtx, 0.0f, 0.0f, 64.0f);
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if (!IS_PAUSE_STATE_GAMEOVER(pauseCtx)) {
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KaleidoScope_DrawInfoPanel(play);
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KaleidoScope_DrawUIOverlay(play);
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}
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}
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@ -232,16 +232,16 @@ typedef enum ItemQuad {
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#define UI_OVERLAY_QUAD_INFO_TEXT_HEIGHT 16
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#define UI_OVERLAY_QUAD_INFO_TEXT_TEX_HEIGHT 16
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typedef enum InfoPanelQuad {
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/* 0 */ UI_OVERLAY_QUAD_BG_LEFT,
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/* 1 */ UI_OVERLAY_QUAD_BG_RIGHT,
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/* 2 */ UI_OVERLAY_QUAD_BUTTON_LEFT,
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/* 3 */ UI_OVERLAY_QUAD_BUTTON_RIGHT,
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/* 4 */ UI_OVERLAY_QUAD_INFO_ICON,
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/* 5 */ UI_OVERLAY_QUAD_INFO_TEXT,
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/* 6 */ UI_OVERLAY_QUAD_HAVE_ALL_GS,
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typedef enum UIOverlayQuad {
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/* 0 */ UI_OVERLAY_QUAD_INFO_BG_LEFT, // The left half of the info plate background
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/* 1 */ UI_OVERLAY_QUAD_INFO_BG_RIGHT, // The right half of the info plate background
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/* 2 */ UI_OVERLAY_QUAD_BUTTON_LEFT, // The button for scrolling to the left page
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/* 3 */ UI_OVERLAY_QUAD_BUTTON_RIGHT, // The button for scrolling to the right page
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/* 4 */ UI_OVERLAY_QUAD_INFO_ICON, // The icon in the info plate
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/* 5 */ UI_OVERLAY_QUAD_INFO_TEXT, // The text in the info plate
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/* 6 */ UI_OVERLAY_QUAD_HAVE_ALL_GS, // On the overworld map page, the indicator that the selected area has been cleared of gold skulltulas
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/* 7 */ UI_OVERLAY_QUAD_MAX
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} InfoPanelQuad;
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} UIOverlayQuad;
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void KaleidoScope_DrawQuestStatus(struct PlayState* play, GraphicsContext* gfxCtx);
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s32 KaleidoScope_UpdateQuestStatusPoint(PauseContext* pauseCtx, s32 point);
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