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# ifndef Z64PAUSE_H
# define Z64PAUSE_H
# include "z64animation.h"
# include "z64message.h"
# include "z64view.h"
struct OcarinaStaff ;
# define PAUSE_ITEM_NONE 999
# define PAUSE_CURSOR_PAGE_LEFT 10
# define PAUSE_CURSOR_PAGE_RIGHT 11
typedef enum {
/* 0x00 */ PAUSE_ITEM ,
/* 0x01 */ PAUSE_MAP ,
/* 0x02 */ PAUSE_QUEST ,
/* 0x03 */ PAUSE_EQUIP ,
/* 0x04 */ PAUSE_WORLD_MAP
} PauseMenuPage ;
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// The XZ coordinates in which direction each pause page is at
// e.g. the item page is in the -z direction
/*
* < item >
*
* ^ ^
* x
* equip o - - > map
* |
* v z v v
*
* < quest >
*/
# define PAUSE_ITEM_X (0)
# define PAUSE_ITEM_Z (-1)
# define PAUSE_MAP_X (1)
# define PAUSE_MAP_Z (0)
# define PAUSE_QUEST_X (0)
# define PAUSE_QUEST_Z (1)
# define PAUSE_EQUIP_X (-1)
# define PAUSE_EQUIP_Z (0)
// The pause camera looks at x=0,z=0,
// with the eye being PAUSE_EYE_DIST away in the direction opposite to the active page,
// which results in the camera being pointed (through x=0,z=0) towards the active page.
# define PAUSE_EYE_DIST (64.0f)
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# define PAUSE_EQUIP_PLAYER_WIDTH 64
# define PAUSE_EQUIP_PLAYER_HEIGHT 112
# define PAUSE_EQUIP_BUFFER_SIZE sizeof(u16[PAUSE_EQUIP_PLAYER_HEIGHT][PAUSE_EQUIP_PLAYER_WIDTH])
# define PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE 0x5000
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typedef enum {
/* 0 */ PAUSE_STATE_OFF ,
/* 1 */ PAUSE_STATE_WAIT_LETTERBOX , // Request no letterboxing and wait for it.
/* 2 */ PAUSE_STATE_WAIT_BG_PRERENDER , // Wait for the pause background prerender to be done.
/* 3 */ PAUSE_STATE_INIT , // Load data and initialize/setup various things.
/* 4 */ PAUSE_STATE_OPENING_1 , // Animate the pause menu coming together with rotations and other animations.
/* 5 */ PAUSE_STATE_OPENING_2 , // Finish some animations for opening the menu.
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/* 6 */ PAUSE_STATE_MAIN , // Pause menu ready for player inputs.
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/* 7 */ PAUSE_STATE_SAVE_PROMPT , // Save prompt in the pause menu
/* 8 */ PAUSE_STATE_8 ,
/* 9 */ PAUSE_STATE_9 ,
/* 10 */ PAUSE_STATE_10 ,
/* 11 */ PAUSE_STATE_11 ,
/* 12 */ PAUSE_STATE_12 ,
/* 13 */ PAUSE_STATE_13 ,
/* 14 */ PAUSE_STATE_14 ,
/* 15 */ PAUSE_STATE_15 ,
/* 16 */ PAUSE_STATE_16 ,
/* 17 */ PAUSE_STATE_17 ,
/* 18 */ PAUSE_STATE_CLOSING , // Animate the pause menu closing
/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
} PauseState ;
# define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
( ( ( pauseCtx ) - > state > = PAUSE_STATE_8 ) & & ( ( pauseCtx ) - > state < = PAUSE_STATE_17 ) )
# define IS_PAUSED(pauseCtx) \
( ( ( pauseCtx ) - > state ! = PAUSE_STATE_OFF ) | | ( ( pauseCtx ) - > debugState ! = 0 ) )
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// Sub-states of PAUSE_STATE_MAIN
typedef enum {
/* 0 */ PAUSE_MAIN_STATE_IDLE ,
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/* 1 */ PAUSE_MAIN_STATE_SWITCHING_PAGE ,
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/* 2 */ PAUSE_MAIN_STATE_2 ,
/* 3 */ PAUSE_MAIN_STATE_3 ,
/* 4 */ PAUSE_MAIN_STATE_4 ,
/* 5 */ PAUSE_MAIN_STATE_5 ,
/* 6 */ PAUSE_MAIN_STATE_6 ,
/* 7 */ PAUSE_MAIN_STATE_7 ,
/* 8 */ PAUSE_MAIN_STATE_8 ,
/* 9 */ PAUSE_MAIN_STATE_9
} PauseMainState ;
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typedef struct {
/* 0x0000 */ View view ;
/* 0x0128 */ u8 * iconItemSegment ;
/* 0x012C */ u8 * iconItem24Segment ;
/* 0x0130 */ u8 * iconItemAltSegment ;
/* 0x0134 */ u8 * iconItemLangSegment ;
/* 0x0138 */ u8 * nameSegment ;
/* 0x013C */ u8 * playerSegment ;
/* 0x0140 */ char unk_140 [ 0x04 ] ;
/* 0x0144 */ Vtx * itemPageVtx ;
/* 0x0148 */ Vtx * equipPageVtx ;
/* 0x014C */ Vtx * mapPageVtx ;
/* 0x0150 */ Vtx * questPageVtx ;
/* 0x0154 */ Vtx * infoPanelVtx ;
/* 0x0158 */ Vtx * itemVtx ;
/* 0x015C */ Vtx * equipVtx ;
/* 0x0160 */ char unk_160 [ 0x04 ] ;
/* 0x0164 */ Vtx * questVtx ;
/* 0x0168 */ Vtx * cursorVtx ;
/* 0x016C */ Vtx * saveVtx ;
/* 0x0170 */ char unk_170 [ 0x24 ] ;
/* 0x0194 */ struct OcarinaStaff * ocarinaStaff ;
/* 0x0198 */ char unk_198 [ 0x20 ] ;
/* 0x01B8 */ OSMesgQueue loadQueue ;
/* 0x01D0 */ OSMesg loadMsg ;
/* 0x01D4 */ u16 state ;
/* 0x01D6 */ u16 debugState ;
/* 0x01D8 */ Vec3f eye ;
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/* 0x01E4 */ u16 mainState ;
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/* 0x01E6 */ u16 nextPageMode ; // During a page switch, indicates the page before switching and the direction to scroll in. Value is `(2 * prev pageIndex) + (scroll left ? 1 : 0)`
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/* 0x01E8 */ u16 pageIndex ; // "kscp_pos"
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/* 0x01EA */ u16 pageSwitchTimer ;
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/* 0x01EC */ u16 unk_1EC ;
/* 0x01F0 */ f32 unk_1F0 ;
/* 0x01F4 */ f32 unk_1F4 ;
/* 0x01F8 */ f32 unk_1F8 ;
/* 0x01FC */ f32 unk_1FC ;
/* 0x0200 */ f32 unk_200 ;
/* 0x0204 */ f32 unk_204 ; // "angle_s"
/* 0x0208 */ u16 alpha ;
/* 0x020A */ s16 offsetY ;
/* 0x020C */ char unk_20C [ 0x08 ] ;
/* 0x0214 */ s16 stickAdjX ;
/* 0x0216 */ s16 stickAdjY ;
/* 0x0218 */ s16 cursorPoint [ 5 ] ; // "cursor_point"
/* 0x0222 */ s16 cursorX [ 5 ] ; // "cur_xpt"
/* 0x022C */ s16 cursorY [ 5 ] ; // "cur_ypt"
/* 0x0236 */ s16 dungeonMapSlot ;
/* 0x0238 */ s16 cursorSpecialPos ; // "key_angle"
/* 0x023A */ s16 pageSwitchInputTimer ; // Used to introduce a delay before switching page when arriving on the "scroll left/right" positions while holding stick left/right.
/* 0x023C */ u16 namedItem ; // "zoom_name"
/* 0x023E */ u16 cursorItem [ 4 ] ; // "select_name"
/* 0x0246 */ u16 cursorSlot [ 4 ] ;
/* 0x024E */ u16 equipTargetItem ; // "sl_item_no"
/* 0x0250 */ u16 equipTargetSlot ; // "sl_number"
/* 0x0252 */ u16 equipTargetCBtn ;
/* 0x0254 */ s16 equipAnimX ;
/* 0x0256 */ s16 equipAnimY ;
/* 0x0258 */ s16 equipAnimAlpha ;
/* 0x025A */ s16 infoPanelOffsetY ;
/* 0x025C */ u16 nameDisplayTimer ;
/* 0x025E */ u16 nameColorSet ; // 0 = white; 1 = grey
/* 0x0260 */ s16 cursorColorSet ; // 0 = white; 4 = yellow; 8 = green
/* 0x0262 */ s16 promptChoice ; // save/continue choice: 0 = yes; 4 = no
/* 0x0264 */ s16 ocarinaSongIdx ;
/* 0x0266 */ u8 worldMapPoints [ 20 ] ; // 0 = hidden; 1 = displayed; 2 = highlighted
/* 0x027A */ u8 tradeQuestLocation ;
/* 0x027C */ SkelAnime playerSkelAnime ;
} PauseContext ; // size = 0x2C0
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// Note that z_kaleido_scope.c assumes that the dimensions and texture format here also matches the dimensions and
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// texture format for ITEM_NAME_TEX_*
# define MAP_NAME_TEX1_WIDTH 128
# define MAP_NAME_TEX1_HEIGHT 16
# define MAP_NAME_TEX1_SIZE ((MAP_NAME_TEX1_WIDTH * MAP_NAME_TEX1_HEIGHT) / 2) // 128x16 IA4 texture
# define MAP_NAME_TEX2_WIDTH 80
# define MAP_NAME_TEX2_HEIGHT 32
# define MAP_NAME_TEX2_SIZE (MAP_NAME_TEX2_WIDTH * MAP_NAME_TEX2_HEIGHT) // 80x32 IA8 texture
# define PAUSE_MAP_MARK_NONE -1
# define PAUSE_MAP_MARK_CHEST 0
# define PAUSE_MAP_MARK_BOSS 1
typedef struct {
/* 0x00 */ s16 chestFlag ; // chest icon is only displayed if this flag is not set for the current room, -1 for no flag
/* 0x04 */ f32 x , y ; // coordinates to place the icon (top-left corner)
} PauseMapMarkPoint ; // size = 0x0C
typedef struct {
/* 0x00 */ s16 markType ; // 0 for the chest icon, 1 for the boss skull icon, -1 for none
/* 0x04 */ s32 unk_04 ;
/* 0x08 */ const Vtx * vtx ;
/* 0x0C */ s32 vtxCount ;
/* 0x10 */ s32 count ; // number of icons to display
/* 0x14 */ PauseMapMarkPoint points [ 12 ] ;
} PauseMapMarkData ; // size = 0xA4
typedef PauseMapMarkData PauseMapMarksData [ 3 ] ;
# endif