mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-02 18:18:22 -04:00
Item cleanup: Item drops, rupees, signs (#1048)
* item cleanup * pr suggestions Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
+132
-72
@@ -18,6 +18,11 @@ void func_800A6650(EnItem00* this, PlayState* play);
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void func_800A6780(EnItem00* this, PlayState* play);
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void func_800A6A40(EnItem00* this, PlayState* play);
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void EnItem00_DrawRupee(EnItem00* this, PlayState* play);
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void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
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void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
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void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
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const ActorInit En_Item00_InitVars = {
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ACTOR_EN_ITEM00,
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ACTORCAT_MISC,
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@@ -102,12 +107,14 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->unk154 = 0.015f;
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shadowOffset = 750.0f;
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break;
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case ITEM00_SMALL_KEY:
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this->unk150 = 0;
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Actor_SetScale(&this->actor, 0.03f);
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this->unk154 = 0.03f;
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shadowOffset = 350.0f;
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break;
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case ITEM00_HEART_PIECE:
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case ITEM00_HEART_CONTAINER:
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this->unk150 = 0;
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@@ -118,12 +125,14 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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sp30 = -1;
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}
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break;
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case ITEM00_RECOVERY_HEART:
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this->actor.home.rot.z = randPlusMinusPoint5Scaled(65535.0f);
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this->actor.home.rot.z = randPlusMinusPoint5Scaled(0xFFFF);
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shadowOffset = 430.0f;
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Actor_SetScale(&this->actor, 0.02f);
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this->unk154 = 0.02f;
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break;
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case ITEM00_ARROWS_10:
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case ITEM00_ARROWS_30:
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case ITEM00_ARROWS_40:
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@@ -132,6 +141,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->unk154 = 0.035f;
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shadowOffset = 250.0f;
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break;
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case ITEM00_BOMBS_A:
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case ITEM00_BOMBS_B:
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case ITEM00_NUTS_1:
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@@ -143,39 +153,47 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->unk154 = 0.03f;
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shadowOffset = 320.0f;
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break;
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case ITEM00_MAGIC_LARGE:
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Actor_SetScale(&this->actor, 0.044999998f);
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this->unk154 = 0.044999998f;
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Actor_SetScale(&this->actor, 4.5f * 0.01f);
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this->unk154 = 4.5f * 0.01f;
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shadowOffset = 320.0f;
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break;
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case ITEM00_RUPEE_HUGE:
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Actor_SetScale(&this->actor, 0.044999998f);
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this->unk154 = 0.044999998f;
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Actor_SetScale(&this->actor, 4.5f * 0.01f);
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this->unk154 = 4.5f * 0.01f;
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shadowOffset = 750.0f;
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break;
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case ITEM00_RUPEE_PURPLE:
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Actor_SetScale(&this->actor, 0.03f);
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this->unk154 = 0.03f;
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shadowOffset = 750.0f;
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break;
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case ITEM00_FLEXIBLE:
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case ITEM00_BIG_FAIRY:
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shadowOffset = 500.0f;
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Actor_SetScale(&this->actor, 0.01f);
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this->unk154 = 0.01f;
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break;
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case ITEM00_SHIELD_HERO:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_MAP:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_MAP);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_COMPASS:
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_COMPASS);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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default:
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break;
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}
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@@ -191,6 +209,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->unk152 = -1;
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return;
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}
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if (sp30 == 0) {
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this->actionFunc = func_800A640C;
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this->unk152 = -1;
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@@ -208,61 +227,78 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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case ITEM00_RUPEE_GREEN:
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Item_Give(play, ITEM_RUPEE_GREEN);
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break;
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case ITEM00_RUPEE_BLUE:
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Item_Give(play, ITEM_RUPEE_BLUE);
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break;
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case ITEM00_RUPEE_RED:
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Item_Give(play, ITEM_RUPEE_RED);
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break;
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case ITEM00_RUPEE_PURPLE:
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Item_Give(play, ITEM_RUPEE_PURPLE);
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break;
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case ITEM00_RUPEE_HUGE:
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Item_Give(play, ITEM_RUPEE_HUGE);
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break;
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case ITEM00_RECOVERY_HEART:
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Item_Give(play, ITEM_RECOVERY_HEART);
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break;
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case ITEM00_FLEXIBLE:
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case ITEM00_BIG_FAIRY:
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Health_ChangeBy(play, 0x70);
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break;
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case ITEM00_BOMBS_A:
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case ITEM00_BOMBS_B:
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Item_Give(play, ITEM_BOMBS_5);
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break;
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case ITEM00_ARROWS_10:
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Item_Give(play, ITEM_ARROWS_10);
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break;
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case ITEM00_ARROWS_30:
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Item_Give(play, ITEM_ARROWS_30);
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break;
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case ITEM00_ARROWS_40:
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Item_Give(play, ITEM_ARROWS_40);
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break;
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case ITEM00_ARROWS_50:
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Item_Give(play, ITEM_ARROWS_50);
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break;
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case ITEM00_MAGIC_LARGE:
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Item_Give(play, ITEM_MAGIC_LARGE);
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break;
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case ITEM00_MAGIC_SMALL:
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Item_Give(play, ITEM_MAGIC_SMALL);
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break;
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case ITEM00_SMALL_KEY:
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Item_Give(play, ITEM_KEY_SMALL);
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break;
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case ITEM00_NUTS_1:
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getItemId = GI_NUTS_1;
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break;
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case ITEM00_NUTS_10:
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getItemId = GI_NUTS_10;
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break;
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default:
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break;
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}
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if ((getItemId != GI_NONE) && (Actor_HasParent(&this->actor, play) == 0)) {
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if ((getItemId != GI_NONE) && !Actor_HasParent(&this->actor, play)) {
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Actor_PickUp(&this->actor, play, getItemId, 50.0f, 20.0f);
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}
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@@ -277,11 +313,10 @@ void EnItem00_Destroy(Actor* thisx, PlayState* play) {
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}
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void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play) {
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s32 sp1C;
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s32 objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS);
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sp1C = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS);
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if (Object_IsLoaded(&play->objectCtx, sp1C)) {
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this->actor.objBankIndex = sp1C;
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if (Object_IsLoaded(&play->objectCtx, objBankIndex)) {
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this->actor.objBankIndex = objBankIndex;
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this->actionFunc = func_800A640C;
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}
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}
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@@ -327,15 +362,15 @@ void func_800A640C(EnItem00* this, PlayState* play) {
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}
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}
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if ((this->actor.gravity != 0.0f) && ((this->actor.bgCheckFlags & 1) == 0)) {
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if ((this->actor.gravity != 0.0f) && !(this->actor.bgCheckFlags & 1)) {
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this->actionFunc = func_800A6650;
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}
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}
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static Color_RGBA8 D_801ADF10 = { 255, 255, 127, 0 };
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static Color_RGBA8 D_801ADF14 = { 255, 255, 255, 0 };
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static Vec3f D_801ADF18 = { 0.0f, 0.1f, 0.0f };
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static Vec3f D_801ADF24 = { 0.0f, 0.01f, 0.0f };
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static Color_RGBA8 sEffectPrimColor = { 255, 255, 127, 0 };
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static Color_RGBA8 sEffectEnvColor = { 255, 255, 255, 0 };
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static Vec3f sEffectVelocity = { 0.0f, 0.1f, 0.0f };
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static Vec3f sEffectAccel = { 0.0f, 0.01f, 0.0f };
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void func_800A6650(EnItem00* this, PlayState* play) {
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u32 pad;
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@@ -344,20 +379,21 @@ void func_800A6650(EnItem00* this, PlayState* play) {
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if (this->actor.params <= ITEM00_RUPEE_RED) {
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this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
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}
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if ((play->gameplayFrames & 1) != 0) {
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pos.x = this->actor.world.pos.x + randPlusMinusPoint5Scaled(10.0f);
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pos.y = this->actor.world.pos.y + randPlusMinusPoint5Scaled(10.0f);
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pos.z = this->actor.world.pos.z + randPlusMinusPoint5Scaled(10.0f);
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EffectSsKirakira_SpawnSmall(play, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14);
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EffectSsKirakira_SpawnSmall(play, &pos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor);
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}
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if ((this->actor.bgCheckFlags & 3) != 0) {
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if (this->actor.bgCheckFlags & 3) {
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if (this->actor.velocity.y > -2.0f) {
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this->actionFunc = func_800A640C;
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return;
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} else {
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this->actor.velocity.y = this->actor.velocity.y * -0.8f;
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this->actor.bgCheckFlags &= ~1;
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}
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this->actor.velocity.y = this->actor.velocity.y * -0.8f;
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this->actor.bgCheckFlags = this->actor.bgCheckFlags & 0xFFFE;
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}
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}
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@@ -384,18 +420,18 @@ void func_800A6780(EnItem00* this, PlayState* play) {
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}
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if (this->actor.params <= ITEM00_RUPEE_RED) {
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this->actor.shape.rot.y += 960;
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this->actor.shape.rot.y += 0x3C0;
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} else if ((this->actor.params >= ITEM00_SHIELD_HERO) && (this->actor.params != ITEM00_NUTS_10) &&
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(this->actor.params != ITEM00_BOMBS_0)) {
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this->actor.world.rot.x -= 700;
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this->actor.shape.rot.y += 400;
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this->actor.world.rot.x -= 0x2BC;
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this->actor.shape.rot.y += 0x190;
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this->actor.shape.rot.x = this->actor.world.rot.x - 0x4000;
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}
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if (this->actor.velocity.y <= 2.0f) {
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var1 = (u16)this->actor.shape.rot.z + 10000;
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if (var1 < 65535) {
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this->actor.shape.rot.z += 10000;
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var1 = (u16)this->actor.shape.rot.z + 0x2710;
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if (var1 < 0xFFFF) {
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this->actor.shape.rot.z += 0x2710;
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} else {
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this->actor.shape.rot.z = -1;
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}
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@@ -405,10 +441,10 @@ void func_800A6780(EnItem00* this, PlayState* play) {
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pos.x = this->actor.world.pos.x + ((Rand_ZeroOne() - 0.5f) * 10.0f);
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pos.y = this->actor.world.pos.y + ((Rand_ZeroOne() - 0.5f) * 10.0f);
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pos.z = this->actor.world.pos.z + ((Rand_ZeroOne() - 0.5f) * 10.0f);
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EffectSsKirakira_SpawnSmall(play, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14);
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EffectSsKirakira_SpawnSmall(play, &pos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor);
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}
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if (this->actor.bgCheckFlags & 0x0003) {
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if (this->actor.bgCheckFlags & 3) {
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this->actionFunc = func_800A640C;
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this->actor.shape.rot.z = 0;
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this->actor.speedXZ = 0.0f;
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@@ -419,7 +455,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->getItemId != GI_NONE) {
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if (Actor_HasParent(&this->actor, play) == 0) {
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if (!Actor_HasParent(&this->actor, play)) {
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Actor_PickUp(&this->actor, play, this->getItemId, 50.0f, 80.0f);
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this->unk152++;
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} else {
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@@ -435,7 +471,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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this->actor.world.pos = player->actor.world.pos;
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if (this->actor.params <= ITEM00_RUPEE_RED) {
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this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
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this->actor.shape.rot.y += 0x3C0;
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} else if (this->actor.params == ITEM00_RECOVERY_HEART) {
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this->actor.shape.rot.y = 0;
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}
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@@ -443,7 +479,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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this->actor.world.pos.y += (40.0f + (Math_SinS(this->unk152 * 15000) * (this->unk152 * 0.3f)));
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if (LINK_IS_ADULT) {
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this->actor.world.pos.y = this->actor.world.pos.y + 20.0f;
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this->actor.world.pos.y += 20.0f;
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}
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}
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@@ -509,78 +545,101 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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this->unk1A4 = 1;
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Item_Give(play, ITEM_RUPEE_GREEN);
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break;
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case ITEM00_RUPEE_BLUE:
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this->unk1A4 = 1;
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Item_Give(play, ITEM_RUPEE_BLUE);
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break;
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case ITEM00_RUPEE_RED:
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this->unk1A4 = 1;
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Item_Give(play, ITEM_RUPEE_RED);
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break;
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case ITEM00_RUPEE_PURPLE:
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this->unk1A4 = 1;
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Item_Give(play, ITEM_RUPEE_PURPLE);
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break;
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case ITEM00_RUPEE_HUGE:
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this->unk1A4 = 1;
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Item_Give(play, ITEM_RUPEE_HUGE);
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break;
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case ITEM00_STICK:
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getItemId = GI_STICKS_1;
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break;
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case ITEM00_NUTS_1:
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getItemId = GI_NUTS_1;
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break;
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case ITEM00_NUTS_10:
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getItemId = GI_NUTS_10;
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break;
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case ITEM00_RECOVERY_HEART:
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Item_Give(play, ITEM_RECOVERY_HEART);
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break;
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case ITEM00_FLEXIBLE:
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case ITEM00_BIG_FAIRY:
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Health_ChangeBy(play, 0x70);
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break;
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case ITEM00_BOMBS_A:
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case ITEM00_BOMBS_B:
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Item_Give(play, ITEM_BOMBS_5);
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break;
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case ITEM00_ARROWS_10:
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Item_Give(play, ITEM_ARROWS_10);
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break;
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case ITEM00_ARROWS_30:
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Item_Give(play, ITEM_ARROWS_30);
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break;
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case ITEM00_ARROWS_40:
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Item_Give(play, ITEM_ARROWS_40);
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break;
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case ITEM00_ARROWS_50:
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Item_Give(play, ITEM_ARROWS_50);
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break;
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case ITEM00_SMALL_KEY:
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getItemId = GI_KEY_SMALL;
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break;
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case ITEM00_HEART_PIECE:
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getItemId = GI_HEART_PIECE;
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break;
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case ITEM00_HEART_CONTAINER:
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getItemId = GI_HEART_CONTAINER;
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break;
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case ITEM00_MAGIC_LARGE:
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Item_Give(play, ITEM_MAGIC_LARGE);
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break;
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case ITEM00_MAGIC_SMALL:
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Item_Give(play, ITEM_MAGIC_SMALL);
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break;
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case ITEM00_SHIELD_HERO:
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getItemId = GI_SHIELD_HERO;
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break;
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case ITEM00_MAP:
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getItemId = GI_MAP;
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break;
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case ITEM00_COMPASS:
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getItemId = GI_COMPASS;
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break;
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default:
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break;
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}
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@@ -603,6 +662,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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Actor_MarkForDeath(&this->actor);
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}
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return;
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default:
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break;
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}
|
||||
@@ -634,11 +694,6 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
|
||||
this->actionFunc = func_800A6A40;
|
||||
}
|
||||
|
||||
void EnItem00_DrawRupee(EnItem00* this, PlayState* play);
|
||||
void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
|
||||
void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
|
||||
void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
|
||||
|
||||
void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
EnItem00* this = THIS;
|
||||
@@ -652,16 +707,20 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
case ITEM00_RUPEE_PURPLE:
|
||||
EnItem00_DrawRupee(this, play);
|
||||
break;
|
||||
|
||||
case ITEM00_HEART_PIECE:
|
||||
EnItem00_DrawHeartPiece(this, play);
|
||||
break;
|
||||
|
||||
case ITEM00_HEART_CONTAINER:
|
||||
EnItem00_DrawHeartContainer(this, play);
|
||||
break;
|
||||
|
||||
case ITEM00_RECOVERY_HEART:
|
||||
if (this->unk152 < 0) {
|
||||
if (this->unk152 == -1) {
|
||||
s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART);
|
||||
|
||||
if (Object_IsLoaded(&play->objectCtx, bankIndex)) {
|
||||
this->actor.objBankIndex = bankIndex;
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
@@ -673,6 +732,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
// fallthrough
|
||||
case ITEM00_BOMBS_A:
|
||||
case ITEM00_ARROWS_10:
|
||||
case ITEM00_ARROWS_30:
|
||||
@@ -688,14 +748,19 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
case ITEM00_BOMBS_0:
|
||||
EnItem00_DrawSprite(this, play);
|
||||
break;
|
||||
|
||||
case ITEM00_SHIELD_HERO:
|
||||
GetItem_Draw(play, GID_SHIELD_HERO);
|
||||
break;
|
||||
|
||||
case ITEM00_MAP:
|
||||
GetItem_Draw(play, GID_DUNGEON_MAP);
|
||||
break;
|
||||
|
||||
case ITEM00_COMPASS:
|
||||
GetItem_Draw(play, GID_COMPASS);
|
||||
break;
|
||||
|
||||
case ITEM00_MASK:
|
||||
case ITEM00_FLEXIBLE:
|
||||
case ITEM00_3_HEARTS:
|
||||
@@ -706,17 +771,13 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
TexturePtr D_801ADF30[] = {
|
||||
gameplay_keep_Tex_061FC0, // Green rupee
|
||||
gameplay_keep_Tex_061FE0, // Blue rupee
|
||||
gameplay_keep_Tex_062000, // Red rupee
|
||||
gameplay_keep_Tex_062040, // Orange rupee
|
||||
gameplay_keep_Tex_062020 // Purple rupee
|
||||
static TexturePtr sRupeeTextures[] = {
|
||||
gRupeeGreenTex, gRupeeBlueTex, gRupeeRedTex, gRupeeOrangeTex, gRupeePurpleTex,
|
||||
};
|
||||
|
||||
void EnItem00_DrawRupee(EnItem00* this, PlayState* play) {
|
||||
s32 pad;
|
||||
s32 iconNb;
|
||||
s32 texIndex;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
@@ -724,67 +785,66 @@ void EnItem00_DrawRupee(EnItem00* this, PlayState* play) {
|
||||
func_800B8050(&this->actor, play, 0);
|
||||
|
||||
if (this->actor.params <= ITEM00_RUPEE_RED) {
|
||||
iconNb = this->actor.params;
|
||||
texIndex = this->actor.params;
|
||||
} else {
|
||||
iconNb = this->actor.params - 0x10;
|
||||
texIndex = this->actor.params - 0x10;
|
||||
}
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF30[iconNb]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sRupeeTextures[texIndex]));
|
||||
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_0622C0); // TODO symbol
|
||||
gSPDisplayList(POLY_OPA_DISP++, gRupeeDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
TexturePtr D_801ADF44[12] = {
|
||||
gameplay_keep_Tex_05E6F0, // Heart (Not used)
|
||||
gameplay_keep_Tex_05CEF0, // Bombs (A), Bombs (0)
|
||||
gameplay_keep_Tex_05BEF0, // Arrows (10)
|
||||
gameplay_keep_Tex_05B6F0, // Arrows (30)
|
||||
gameplay_keep_Tex_05C6F0, // Arrows (40), Arrows (50)
|
||||
gameplay_keep_Tex_05CEF0, // Bombs (B)
|
||||
gameplay_keep_Tex_0607C0, // Nuts (1), Nuts (10)
|
||||
gameplay_keep_Tex_060FC0, // Sticks (1)
|
||||
gameplay_keep_Tex_0617C0, // Magic (Large)
|
||||
gameplay_keep_Tex_05FFC0, // Magic (Small)
|
||||
TexturePtr sItemDropTextures[] = {
|
||||
gDropRecoveryHeartTex, // Heart (Not used)
|
||||
gDropBombTex, // Bombs (A), Bombs (0)
|
||||
gDropArrows1Tex, // Arrows (10)
|
||||
gDropArrows2Tex, // Arrows (30)
|
||||
gDropArrows3Tex, // Arrows (40), Arrows (50)
|
||||
gDropBombTex, // Bombs (B)
|
||||
gDropDekuNutTex, // Nuts (1), Nuts (10)
|
||||
gDropDekuStickTex, // Sticks (1)
|
||||
gDropMagicLargeTex, // Magic (Large)
|
||||
gDropMagicSmallTex, // Magic (Small)
|
||||
NULL,
|
||||
gameplay_keep_Tex_05F7C0 // Small Key
|
||||
gDropKeySmallTex // Small Key
|
||||
};
|
||||
|
||||
void EnItem00_DrawSprite(EnItem00* this, PlayState* play) {
|
||||
s32 iconNb = this->actor.params - 3;
|
||||
s32 texIndex = this->actor.params - 3;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
POLY_OPA_DISP = func_801660B8(play, POLY_OPA_DISP);
|
||||
|
||||
if (this->actor.params == ITEM00_NUTS_10) {
|
||||
iconNb = 6;
|
||||
texIndex = 6;
|
||||
} else if (this->actor.params == ITEM00_BOMBS_0) {
|
||||
iconNb = 1;
|
||||
texIndex = 1;
|
||||
} else if (this->actor.params >= ITEM00_ARROWS_30) {
|
||||
iconNb -= 3;
|
||||
texIndex -= 3;
|
||||
if (this->actor.params < ITEM00_ARROWS_50) {
|
||||
iconNb++;
|
||||
texIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
POLY_OPA_DISP = func_8012C724(POLY_OPA_DISP);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF44[iconNb]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sItemDropTextures[texIndex]));
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_05F6F0);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gItemDropDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void EnItem00_DrawHeartContainer(EnItem00* actor, PlayState* play) {
|
||||
s32 pad;
|
||||
s32 pad2;
|
||||
s32 pad[2];
|
||||
|
||||
if (Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS) == actor->actor.objBankIndex) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
@@ -811,7 +871,7 @@ void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play) {
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_05AAB0);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gHeartPieceInteriorDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
@@ -893,7 +953,7 @@ Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params) {
|
||||
}
|
||||
spawnedActor->speedXZ = 2.0f;
|
||||
spawnedActor->gravity = -0.9f;
|
||||
spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(65536.0f);
|
||||
spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(0x10000);
|
||||
Actor_SetScale(spawnedActor, 0.0f);
|
||||
((EnItem00*)spawnedActor)->actionFunc = func_800A6780;
|
||||
((EnItem00*)spawnedActor)->unk152 = 0xDC;
|
||||
@@ -948,7 +1008,7 @@ Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params) {
|
||||
} else {
|
||||
spawnedActor->gravity = -0.9f;
|
||||
}
|
||||
spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(65536.0f);
|
||||
spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(0x10000);
|
||||
spawnedActor->flags |= 0x10;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user