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oot/src/code/z_play.c

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#include "global.h"
#include "vt.h"
void* D_8012D1F0 = NULL;
UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
TransitionUnk sTrnsnUnk;
s32 gTrnsnUnkState;
VisMono D_80161498;
Color_RGBA8_u32 D_801614B0;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
u64 D_801614D0[0xA00];
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void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn);
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// This macro prints the number "1" with a file and line number if R_ENABLE_PLAY_LOGS is enabled.
// For example, it can be used to trace the play state execution at a high level.
#define PLAY_LOG(line) \
do { \
if (R_ENABLE_PLAY_LOGS) { \
LOG_NUM("1", 1, "../z_play.c", line); \
} \
} while (0)
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void Play_ChangeViewpointBgCamIndex(PlayState* this) {
Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
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}
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void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
ASSERT(viewpoint == VIEWPOINT_LOCKED || viewpoint == VIEWPOINT_PIVOT, "point == 1 || point == 2", "../z_play.c",
2160);
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this->viewpoint = viewpoint;
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if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
// Play a sfx when the player toggles the camera
Audio_PlaySfxGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
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Play_ChangeViewpointBgCamIndex(this);
}
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/**
* @return true if the currently set viewpoint is the same as the one provided in the argument
*/
s32 Play_CheckViewpoint(PlayState* this, s16 viewpoint) {
return (viewpoint == this->viewpoint);
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}
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/**
* If the scene is a shop, set the viewpoint that will set the bgCamIndex
* to toggle the camera into a "browsing item selection" setting.
*/
void Play_SetShopBrowsingViewpoint(PlayState* this) {
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osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
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if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
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}
}
void Play_SetupTransition(PlayState* this, s32 transitionType) {
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TransitionContext* transitionCtx = &this->transitionCtx;
bzero(transitionCtx, sizeof(TransitionContext));
transitionCtx->transitionType = transitionType;
// circle types
if ((transitionCtx->transitionType >> 5) == 1) {
transitionCtx->init = TransitionCircle_Init;
transitionCtx->destroy = TransitionCircle_Destroy;
transitionCtx->start = TransitionCircle_Start;
transitionCtx->isDone = TransitionCircle_IsDone;
transitionCtx->draw = TransitionCircle_Draw;
transitionCtx->update = TransitionCircle_Update;
transitionCtx->setType = TransitionCircle_SetType;
transitionCtx->setColor = TransitionCircle_SetColor;
transitionCtx->setUnkColor = TransitionCircle_SetUnkColor;
} else {
switch (transitionCtx->transitionType) {
case TRANS_TYPE_TRIFORCE:
transitionCtx->init = TransitionTriforce_Init;
transitionCtx->destroy = TransitionTriforce_Destroy;
transitionCtx->start = TransitionTriforce_Start;
transitionCtx->isDone = TransitionTriforce_IsDone;
transitionCtx->draw = TransitionTriforce_Draw;
transitionCtx->update = TransitionTriforce_Update;
transitionCtx->setType = TransitionTriforce_SetType;
transitionCtx->setColor = TransitionTriforce_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_WIPE:
case TRANS_TYPE_WIPE_FAST:
transitionCtx->init = TransitionWipe_Init;
transitionCtx->destroy = TransitionWipe_Destroy;
transitionCtx->start = TransitionWipe_Start;
transitionCtx->isDone = TransitionWipe_IsDone;
transitionCtx->draw = TransitionWipe_Draw;
transitionCtx->update = TransitionWipe_Update;
transitionCtx->setType = TransitionWipe_SetType;
transitionCtx->setColor = TransitionWipe_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_FADE_BLACK:
case TRANS_TYPE_FADE_WHITE:
case TRANS_TYPE_FADE_BLACK_FAST:
case TRANS_TYPE_FADE_WHITE_FAST:
case TRANS_TYPE_FADE_BLACK_SLOW:
case TRANS_TYPE_FADE_WHITE_SLOW:
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
case TRANS_TYPE_FADE_WHITE_INSTANT:
case TRANS_TYPE_FADE_GREEN:
case TRANS_TYPE_FADE_BLUE:
transitionCtx->init = TransitionFade_Init;
transitionCtx->destroy = TransitionFade_Destroy;
transitionCtx->start = TransitionFade_Start;
transitionCtx->isDone = TransitionFade_IsDone;
transitionCtx->draw = TransitionFade_Draw;
transitionCtx->update = TransitionFade_Update;
transitionCtx->setType = TransitionFade_SetType;
transitionCtx->setColor = TransitionFade_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_FILL_WHITE2:
case TRANS_TYPE_FILL_WHITE:
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this->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
break;
case TRANS_TYPE_INSTANT:
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this->transitionMode = TRANS_MODE_INSTANT;
break;
case TRANS_TYPE_FILL_BROWN:
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this->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
break;
case TRANS_TYPE_SANDSTORM_PERSIST:
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this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
break;
case TRANS_TYPE_SANDSTORM_END:
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this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
break;
case TRANS_TYPE_CS_BLACK_FILL:
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this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
break;
default:
Fault_AddHungupAndCrash("../z_play.c", 2290);
break;
}
}
}
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void func_800BC88C(PlayState* this) {
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this->transitionCtx.transitionType = -1;
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}
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
this->lightCtx.fogNear, 1000);
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}
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void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
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Player* player = GET_PLAYER(this);
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this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackParam = 0;
SREG(91) = 0;
R_PAUSE_MENU_MODE = 0;
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PreRender_Destroy(&this->pauseBgPreRender);
Effect_DeleteAll(this);
EffectSs_ClearAll(this);
CollisionCheck_DestroyContext(this, &this->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
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if (this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
}
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ShrinkWindow_Destroy();
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TransitionFade_Destroy(&this->transitionFade);
VisMono_Destroy(&D_80161498);
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if (gSaveContext.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
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Player_SetEquipmentData(this, player);
}
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func_80031C3C(&this->actorCtx, this);
func_80110990(this);
KaleidoScopeCall_Destroy(this);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
Fault_RemoveClient(&D_801614B8);
}
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void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
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GraphicsContext* gfxCtx = this->state.gfxCtx;
u32 zAlloc;
u32 zAllocAligned;
size_t zAllocSize;
Player* player;
s32 playerStartBgCamIndex;
s32 i;
u8 baseSceneLayer;
s32 pad[2];
if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
gSaveContext.entranceIndex = 0;
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this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, TitleSetupState);
return;
}
SystemArena_Display();
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GameState_Realloc(&this->state, 0x1D4790);
KaleidoManager_Init(this);
View_Init(&this->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
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for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
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Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STAT_ACTIVE);
for (i = 0; i < 3; i++) {
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Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STAT_UNK100);
}
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this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
func_8005AC48(&this->mainCamera, 0xFF);
Sram_Init(this, &this->sramCtx);
func_80112098(this);
Message_Init(this);
GameOver_Init(this);
SfxSource_InitAll(this);
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Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
func_8006450C(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.cutsceneIndex == 0xFFFD) {
gSaveContext.cutsceneIndex = 0;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
gSaveContext.dayTime = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if (gSaveContext.dayTime > CLOCK_TIME(18, 0) || gSaveContext.dayTime < CLOCK_TIME(6, 30)) {
gSaveContext.nightFlag = 1;
} else {
gSaveContext.nightFlag = 0;
}
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Cutscene_HandleConditionalTriggers(this);
if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.cutsceneIndex >= 0xFFF0) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
} else if (!LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_CHILD_DAY;
} else if (!LINK_IS_ADULT && !IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_CHILD_NIGHT;
} else if (LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_ADULT_DAY;
} else {
gSaveContext.sceneLayer = SCENE_LAYER_ADULT_NIGHT;
}
// save the base scene layer (before accounting for the special cases below) to use later for the transition type
baseSceneLayer = gSaveContext.sceneLayer;
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
!IS_CUTSCENE_LAYER) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
gSaveContext.sceneLayer = 1;
} else {
gSaveContext.sceneLayer = 0;
}
} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
!IS_CUTSCENE_LAYER) {
gSaveContext.sceneLayer = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
}
Play_SpawnScene(this,
gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].scene,
gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].spawn);
osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneLayer);
// When entering Gerudo Valley in the credits, trigger the GC emulator to play the ending movie.
// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT09) && gSaveContext.sceneLayer == 6) {
osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
((void (*)(void))0x81000000)();
osSyncPrintf("出戻り?\n"); // "Return?"
}
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Cutscene_HandleEntranceTriggers(this);
KaleidoScopeCall_Init(this);
func_801109B0(this);
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
gSaveContext.totalDays++;
gSaveContext.bgsDayCount++;
gSaveContext.dogIsLost = true;
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if (Inventory_ReplaceItem(this, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
Message_StartTextbox(this, 0x3066, NULL);
}
gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
} else {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
}
}
SREG(91) = -1;
R_PAUSE_MENU_MODE = 0;
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PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0);
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
gTrnsnUnkState = 0;
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this->transitionMode = TRANS_MODE_OFF;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed((u32)osGetTime());
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Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->unk_11E16 = 0xFF;
this->unk_11E18 = 0;
this->unk_11DE9 = false;
if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
this->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
gEntranceTable[((void)0, gSaveContext.entranceIndex) + baseSceneLayer].field);
} else {
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this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
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this->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
}
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ShrinkWindow_Init();
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TransitionFade_Init(&this->transitionFade);
TransitionFade_SetType(&this->transitionFade, 3);
TransitionFade_SetColor(&this->transitionFade, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFade);
VisMono_Init(&D_80161498);
D_801614B0.a = 0;
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Flags_UnsetAllEnv(this);
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osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&this->state.tha));
zAllocSize = THA_GetSize(&this->state.tha);
zAlloc = (u32)GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918);
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init((void*)zAllocAligned, zAllocSize - zAllocAligned + zAlloc);
// "Zelda Heap"
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
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func_800304DC(this, &this->actorCtx, this->linkActorEntry);
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while (!func_800973FC(this, &this->roomCtx)) {
; // Empty Loop
}
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player = GET_PLAYER(this);
Camera_InitPlayerSettings(&this->mainCamera, player);
Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartBgCamIndex = player->actor.params & 0xFF;
if (playerStartBgCamIndex != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
}
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if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_LOCKED;
} else {
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this->viewpoint = VIEWPOINT_NONE;
}
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Interface_SetSceneRestrictions(this);
Environment_PlaySceneSequence(this);
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
func_8002DF18(this, GET_PLAYER(this));
AnimationContext_Update(this, &this->animationCtx);
gSaveContext.respawnFlag = 0;
if (dREG(95) != 0) {
D_8012D1F0 = D_801614D0;
osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0);
DmaMgr_DmaRomToRam(0x03FEB000, D_8012D1F0, sizeof(D_801614D0));
}
}
void Play_Update(PlayState* this) {
s32 pad1;
s32 sp80;
Input* input;
u32 i;
s32 pad2;
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input = this->state.input;
if ((SREG(1) < 0) || (DREG(0) != 0)) {
SREG(1) = 0;
ZeldaArena_Display();
}
if ((HREG(80) == 18) && (HREG(81) < 0)) {
HREG(81) = 0;
osSyncPrintf("object_exchange_rom_address %u\n", gObjectTableSize);
osSyncPrintf("RomStart RomEnd Size\n");
for (i = 0; i < gObjectTableSize; i++) {
s32 size = gObjectTable[i].vromEnd - gObjectTable[i].vromStart;
osSyncPrintf("%08x-%08x %08x(%8.3fKB)\n", gObjectTable[i].vromStart, gObjectTable[i].vromEnd, size,
size / 1024.0f);
}
osSyncPrintf("\n");
}
if ((HREG(81) == 18) && (HREG(82) < 0)) {
HREG(82) = 0;
ActorOverlayTable_LogPrint();
}
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) {
this->transitionMode = TRANS_MODE_SETUP;
}
if (gTrnsnUnkState != 0) {
switch (gTrnsnUnkState) {
case 2:
if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == NULL) {
osSyncPrintf("fbdemo_init呼出し失敗\n"); // "fbdemo_init call failed!"
gTrnsnUnkState = 0;
} else {
sTrnsnUnk.zBuffer = (u16*)gZBuffer;
gTrnsnUnkState = 3;
R_UPDATE_RATE = 1;
}
break;
case 3:
func_800B23E8(&sTrnsnUnk);
break;
}
}
if (this->transitionMode) { // != TRANS_MODE_OFF
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switch (this->transitionMode) {
case TRANS_MODE_SETUP:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
s16 sceneLayer = SCENE_LAYER_CHILD_DAY;
Interface_ChangeAlpha(1);
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
}
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// fade out bgm if "continue bgm" flag is not set
if (!(gEntranceTable[this->nextEntranceIndex + sceneLayer].field &
ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
// "Sound initalized. 111"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
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if ((this->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
// "Sound initalized. 222"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222");
func_800F6964(0x14);
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
}
}
}
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if (!R_TRANS_DBG_ENABLED) {
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Play_SetupTransition(this, this->transitionType);
} else {
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Play_SetupTransition(this, R_TRANS_DBG_TYPE);
}
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if (this->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) {
// non-instance modes break out of this switch
break;
}
FALLTHROUGH;
case TRANS_MODE_INSTANCE_INIT:
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this->transitionCtx.init(&this->transitionCtx.instanceData);
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// circle types
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if ((this->transitionCtx.transitionType >> 5) == 1) {
this->transitionCtx.setType(&this->transitionCtx.instanceData,
this->transitionCtx.transitionType | TC_SET_PARAMS);
}
2020-03-17 04:31:30 +00:00
gSaveContext.transWipeSpeed = 14;
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if ((this->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) {
//! @bug TRANS_TYPE_FILL_WHITE2 will never reach this code.
//! It is a non-instance type transition which doesn't run this case.
gSaveContext.transWipeSpeed = 28;
}
gSaveContext.transFadeDuration = 60;
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if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) {
gSaveContext.transFadeDuration = 20;
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} else if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) {
gSaveContext.transFadeDuration = 150;
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} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) {
gSaveContext.transFadeDuration = 2;
}
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if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(160, 160, 160, 255));
2022-05-17 22:41:50 +00:00
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(160, 160, 160, 255));
}
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} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(140, 140, 100, 255));
2022-05-17 22:41:50 +00:00
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(140, 140, 100, 255));
}
2022-05-17 22:41:50 +00:00
} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(70, 100, 110, 255));
2022-05-17 22:41:50 +00:00
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(70, 100, 110, 255));
}
} else {
2022-05-17 22:41:50 +00:00
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0));
2022-05-17 22:41:50 +00:00
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0));
}
}
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->transitionCtx.setType(&this->transitionCtx.instanceData, 1);
} else {
2022-05-17 22:41:50 +00:00
this->transitionCtx.setType(&this->transitionCtx.instanceData, 2);
}
2022-05-17 22:41:50 +00:00
this->transitionCtx.start(&this->transitionCtx.instanceData);
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if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) {
this->transitionMode = TRANS_MODE_INSTANCE_WAIT;
} else {
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this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_INSTANCE_RUNNING:
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if (this->transitionCtx.isDone(&this->transitionCtx.instanceData)) {
if (this->transitionCtx.transitionType >= TRANS_TYPE_MAX) {
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
}
2022-05-17 22:41:50 +00:00
} else if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->state.running = false;
if (gSaveContext.gameMode != GAMEMODE_FILE_SELECT) {
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
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gSaveContext.entranceIndex = this->nextEntranceIndex;
if (gSaveContext.minigameState == 1) {
gSaveContext.minigameState = 3;
}
} else {
SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, FileSelectState);
}
} else {
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this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
}
}
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this->transitionTrigger = TRANS_TRIGGER_OFF;
} else {
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this->transitionCtx.update(&this->transitionCtx.instanceData, R_UPDATE_RATE);
}
break;
}
// update non-instance transitions
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switch (this->transitionMode) {
case TRANS_MODE_FILL_WHITE_INIT:
sTransitionFillTimer = 0;
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this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 160;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 160;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
2022-05-17 22:41:50 +00:00
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_FILL_IN:
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this->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
2022-05-17 22:41:50 +00:00
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
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gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_OUT:
2022-05-17 22:41:50 +00:00
this->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
2022-05-17 22:41:50 +00:00
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
this->envCtx.fillScreen = false;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_BROWN_INIT:
sTransitionFillTimer = 0;
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this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 170;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 150;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
2022-05-17 22:41:50 +00:00
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_INSTANT:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
2022-05-17 22:41:50 +00:00
gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
2022-05-17 22:41:50 +00:00
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
break;
case TRANS_MODE_INSTANCE_WAIT:
if (gSaveContext.cutsceneTransitionControl != 0) {
2022-05-17 22:41:50 +00:00
this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_SANDSTORM_INIT:
2022-05-17 22:41:50 +00:00
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.sandstormState = SANDSTORM_FILL;
this->transitionMode = TRANS_MODE_SANDSTORM;
} else {
2022-05-17 22:41:50 +00:00
this->envCtx.sandstormState = SANDSTORM_UNFILL;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
this->transitionMode = TRANS_MODE_SANDSTORM;
}
break;
case TRANS_MODE_SANDSTORM:
Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
2022-05-17 22:41:50 +00:00
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA < 110) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
2022-05-17 22:41:50 +00:00
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
} else {
2022-05-17 22:41:50 +00:00
if (this->envCtx.sandstormEnvA == 255) {
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
2022-05-17 22:41:50 +00:00
gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_SANDSTORM_END_INIT:
2022-05-17 22:41:50 +00:00
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->envCtx.sandstormState = SANDSTORM_DISSIPATE;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
// "It's here!!!!!!!!!"
LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!", "../z_play.c", 3471);
2022-05-17 22:41:50 +00:00
this->transitionMode = TRANS_MODE_SANDSTORM_END;
} else {
2022-05-17 22:41:50 +00:00
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
}
break;
case TRANS_MODE_SANDSTORM_END:
Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
2022-05-17 22:41:50 +00:00
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA <= 0) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
2022-05-17 22:41:50 +00:00
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_CS_BLACK_FILL_INIT:
sTransitionFillTimer = 0;
2022-05-17 22:41:50 +00:00
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 0;
this->envCtx.screenFillColor[1] = 0;
this->envCtx.screenFillColor[2] = 0;
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_CS_BLACK_FILL;
break;
case TRANS_MODE_CS_BLACK_FILL:
if (gSaveContext.cutsceneTransitionControl != 0) {
2022-05-17 22:41:50 +00:00
this->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl <= 100) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
2022-05-17 22:41:50 +00:00
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
}
}
PLAY_LOG(3533);
if (1 && (gTrnsnUnkState != 3)) {
PLAY_LOG(3542);
if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (this->msgCtx.msgMode == MSGMODE_NONE) &&
2022-05-17 22:41:50 +00:00
(this->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(this);
}
PLAY_LOG(3551);
2022-05-17 22:41:50 +00:00
sp80 = (this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0);
PLAY_LOG(3555);
2022-05-17 22:41:50 +00:00
AnimationContext_Reset(&this->animationCtx);
PLAY_LOG(3561);
2022-05-17 22:41:50 +00:00
Object_UpdateBank(&this->objectCtx);
PLAY_LOG(3577);
if ((sp80 == 0) && (IREG(72) == 0)) {
PLAY_LOG(3580);
2022-05-17 22:41:50 +00:00
this->gameplayFrames++;
func_800AA178(1);
2022-05-17 22:41:50 +00:00
if (this->actorCtx.freezeFlashTimer && (this->actorCtx.freezeFlashTimer-- < 5)) {
osSyncPrintf("FINISH=%d\n", this->actorCtx.freezeFlashTimer);
2022-05-17 22:41:50 +00:00
if ((this->actorCtx.freezeFlashTimer > 0) && ((this->actorCtx.freezeFlashTimer % 2) != 0)) {
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] =
this->envCtx.screenFillColor[2] = 150;
this->envCtx.screenFillColor[3] = 80;
} else {
2022-05-17 22:41:50 +00:00
this->envCtx.fillScreen = false;
}
} else {
PLAY_LOG(3606);
2022-05-17 22:41:50 +00:00
func_800973FC(this, &this->roomCtx);
PLAY_LOG(3612);
2022-05-17 22:41:50 +00:00
CollisionCheck_AT(this, &this->colChkCtx);
PLAY_LOG(3618);
2022-05-17 22:41:50 +00:00
CollisionCheck_OC(this, &this->colChkCtx);
PLAY_LOG(3624);
2022-05-17 22:41:50 +00:00
CollisionCheck_Damage(this, &this->colChkCtx);
PLAY_LOG(3631);
2022-05-17 22:41:50 +00:00
CollisionCheck_ClearContext(this, &this->colChkCtx);
PLAY_LOG(3637);
2022-05-17 22:41:50 +00:00
if (!this->unk_11DE9) {
Actor_UpdateAll(this, &this->actorCtx);
}
PLAY_LOG(3643);
2022-05-17 22:41:50 +00:00
func_80064558(this, &this->csCtx);
PLAY_LOG(3648);
2022-05-17 22:41:50 +00:00
func_800645A0(this, &this->csCtx);
PLAY_LOG(3651);
2022-05-17 22:41:50 +00:00
Effect_UpdateAll(this);
PLAY_LOG(3657);
2022-05-17 22:41:50 +00:00
EffectSs_UpdateAll(this);
PLAY_LOG(3662);
}
} else {
func_800AA178(0);
}
PLAY_LOG(3672);
2022-05-17 22:41:50 +00:00
func_80095AA0(this, &this->roomCtx.curRoom, &input[1], 0);
PLAY_LOG(3675);
2022-05-17 22:41:50 +00:00
func_80095AA0(this, &this->roomCtx.prevRoom, &input[1], 1);
PLAY_LOG(3677);
2022-06-21 00:31:53 +00:00
if (this->viewpoint != VIEWPOINT_NONE) {
if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {
2022-05-17 22:41:50 +00:00
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
// "Changing viewpoint is prohibited due to the kaleidoscope"
osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST);
2022-05-17 22:41:50 +00:00
} else if (Player_InCsMode(this)) {
// "Changing viewpoint is prohibited during the cutscene"
osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST);
2022-06-21 00:31:53 +00:00
} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
Audio_PlaySfxGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
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// C-Up toggle for houses, move between pivot camera and fixed camera
// Toggle viewpoint between VIEWPOINT_LOCKED and VIEWPOINT_PIVOT
Play_SetViewpoint(this, this->viewpoint ^ (VIEWPOINT_LOCKED ^ VIEWPOINT_PIVOT));
}
}
2022-06-21 00:31:53 +00:00
Play_ChangeViewpointBgCamIndex(this);
}
PLAY_LOG(3708);
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SkyboxDraw_Update(&this->skyboxCtx);
PLAY_LOG(3716);
2022-05-17 22:41:50 +00:00
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
PLAY_LOG(3721);
2022-05-17 22:41:50 +00:00
KaleidoScopeCall_Update(this);
} else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
PLAY_LOG(3727);
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GameOver_Update(this);
} else {
PLAY_LOG(3733);
2022-05-17 22:41:50 +00:00
Message_Update(this);
}
PLAY_LOG(3737);
PLAY_LOG(3742);
2022-05-17 22:41:50 +00:00
Interface_Update(this);
PLAY_LOG(3765);
2022-05-17 22:41:50 +00:00
AnimationContext_Update(this, &this->animationCtx);
PLAY_LOG(3771);
SfxSource_UpdateAll(this);
PLAY_LOG(3777);
2020-07-09 01:54:39 +00:00
ShrinkWindow_Update(R_UPDATE_RATE);
PLAY_LOG(3783);
2022-05-17 22:41:50 +00:00
TransitionFade_Update(&this->transitionFade, R_UPDATE_RATE);
} else {
goto skip;
}
}
PLAY_LOG(3799);
skip:
PLAY_LOG(3801);
if ((sp80 == 0) || gDbgCamEnabled) {
s32 pad3[5];
s32 i;
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this->nextCamId = this->activeCamId;
PLAY_LOG(3806);
for (i = 0; i < NUM_CAMS; i++) {
2022-05-17 22:41:50 +00:00
if ((i != this->nextCamId) && (this->cameraPtrs[i] != NULL)) {
PLAY_LOG(3809);
2022-05-17 22:41:50 +00:00
Camera_Update(this->cameraPtrs[i]);
}
}
2022-05-17 22:41:50 +00:00
Camera_Update(this->cameraPtrs[this->nextCamId]);
PLAY_LOG(3814);
}
PLAY_LOG(3816);
2022-05-17 22:41:50 +00:00
Environment_Update(this, &this->envCtx, &this->lightCtx, &this->pauseCtx, &this->msgCtx, &this->gameOverCtx,
this->state.gfxCtx);
2020-03-17 04:31:30 +00:00
}
void Play_DrawOverlayElements(PlayState* this) {
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if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
KaleidoScopeCall_Draw(this);
}
if (gSaveContext.gameMode == GAMEMODE_NORMAL) {
2022-05-17 22:41:50 +00:00
Interface_Draw(this);
}
2022-05-17 22:41:50 +00:00
Message_Draw(this);
2022-05-17 22:41:50 +00:00
if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_FadeInLights(this);
}
}
void Play_Draw(PlayState* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
Lights* sp228;
Vec3f sp21C;
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
2022-05-17 22:41:50 +00:00
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
2022-05-17 22:41:50 +00:00
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
2022-05-17 22:41:50 +00:00
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
2022-05-17 22:41:50 +00:00
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
gSPSegment(OVERLAY_DISP++, 0x02, this->sceneSegment);
func_80095248(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
2022-05-17 22:41:50 +00:00
POLY_OPA_DISP = Play_SetFog(this, POLY_OPA_DISP);
POLY_XLU_DISP = Play_SetFog(this, POLY_XLU_DISP);
2022-05-17 22:41:50 +00:00
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, this->lightCtx.fogFar);
View_Apply(&this->view, VIEW_ALL);
// The billboard matrix temporarily stores the viewing matrix
2022-05-17 22:41:50 +00:00
Matrix_MtxToMtxF(&this->view.viewing, &this->billboardMtxF);
Matrix_MtxToMtxF(&this->view.projection, &this->viewProjectionMtxF);
Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
// The billboard is still a viewing matrix at this stage
2022-05-17 22:41:50 +00:00
Matrix_Mult(&this->billboardMtxF, MTXMODE_APPLY);
Matrix_Get(&this->viewProjectionMtxF);
this->billboardMtxF.mf[0][3] = this->billboardMtxF.mf[1][3] = this->billboardMtxF.mf[2][3] =
this->billboardMtxF.mf[3][0] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][2] = 0.0f;
// This transpose is where the viewing matrix is properly converted into a billboard matrix
2022-05-17 22:41:50 +00:00
Matrix_Transpose(&this->billboardMtxF);
this->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&this->billboardMtxF, "../z_play.c", 4005),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
2022-05-17 22:41:50 +00:00
gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx);
if ((HREG(80) != 10) || (HREG(92) != 0)) {
Gfx* gfxP;
Gfx* sp1CC = POLY_OPA_DISP;
gfxP = Graph_GfxPlusOne(sp1CC);
gSPDisplayList(OVERLAY_DISP++, gfxP);
2022-05-17 22:41:50 +00:00
if ((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) ||
(this->transitionMode == TRANS_MODE_INSTANCE_WAIT) || (this->transitionCtx.transitionType >= 56)) {
View view;
View_Init(&view, gfxCtx);
view.flags = VIEW_VIEWPORT | VIEW_PROJECTION_ORTHO;
SET_FULLSCREEN_VIEWPORT(&view);
View_ApplyTo(&view, VIEW_ALL, &gfxP);
2022-05-17 22:41:50 +00:00
this->transitionCtx.draw(&this->transitionCtx.instanceData, &gfxP);
}
2022-05-17 22:41:50 +00:00
TransitionFade_Draw(&this->transitionFade, &gfxP);
if (D_801614B0.a > 0) {
D_80161498.primColor.rgba = D_801614B0.rgba;
VisMono_Draw(&D_80161498, &gfxP);
}
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
POLY_OPA_DISP = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = POLY_OPA_DISP;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
POLY_OPA_DISP = sp88;
2022-05-17 22:41:50 +00:00
goto Play_Draw_DrawOverlayElements;
} else {
2022-05-17 22:41:50 +00:00
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer);
if (R_PAUSE_MENU_MODE == 2) {
Sched_FlushTaskQueue();
2022-05-17 22:41:50 +00:00
PreRender_Calc(&this->pauseBgPreRender);
R_PAUSE_MENU_MODE = 3;
} else if (R_PAUSE_MENU_MODE >= 4) {
R_PAUSE_MENU_MODE = 0;
}
if (R_PAUSE_MENU_MODE == 3) {
Gfx* sp84 = POLY_OPA_DISP;
2022-05-17 22:41:50 +00:00
func_800C24BC(&this->pauseBgPreRender, &sp84);
POLY_OPA_DISP = sp84;
2022-05-17 22:41:50 +00:00
goto Play_Draw_DrawOverlayElements;
} else {
s32 roomDrawFlags;
if ((HREG(80) != 10) || (HREG(83) != 0)) {
2022-05-17 22:41:50 +00:00
if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
if ((this->skyboxId == SKYBOX_NORMAL_SKY) || (this->skyboxId == SKYBOX_CUTSCENE_MAP)) {
Environment_UpdateSkybox(this->skyboxId, &this->envCtx, &this->skyboxCtx);
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, this->envCtx.skyboxBlend,
this->view.eye.x, this->view.eye.y, this->view.eye.z);
} else if (this->skyboxCtx.unk_140 == 0) {
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x,
this->view.eye.y, this->view.eye.z);
}
}
}
if ((HREG(80) != 10) || (HREG(90) & 2)) {
2022-05-17 22:41:50 +00:00
if (!this->envCtx.sunMoonDisabled) {
Environment_DrawSunAndMoon(this);
}
}
if ((HREG(80) != 10) || (HREG(90) & 1)) {
2022-05-17 22:41:50 +00:00
Environment_DrawSkyboxFilters(this);
}
if ((HREG(80) != 10) || (HREG(90) & 4)) {
2022-05-17 22:41:50 +00:00
Environment_UpdateLightningStrike(this);
Environment_DrawLightning(this, 0);
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
2022-05-17 22:41:50 +00:00
sp228 = LightContext_NewLights(&this->lightCtx, gfxCtx);
Lights_BindAll(sp228, this->lightCtx.listHead, NULL);
Lights_Draw(sp228, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
if (VREG(94) == 0) {
if (HREG(80) != 10) {
roomDrawFlags = ROOM_DRAW_OPA | ROOM_DRAW_XLU;
} else {
roomDrawFlags = HREG(84);
}
2022-05-17 22:41:50 +00:00
Scene_Draw(this);
Room_Draw(this, &this->roomCtx.curRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
Room_Draw(this, &this->roomCtx.prevRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
}
}
if ((HREG(80) != 10) || (HREG(83) != 0)) {
2022-05-17 22:41:50 +00:00
if ((this->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) {
Vec3f sp74;
2022-05-17 22:41:50 +00:00
Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(this));
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + sp74.x,
this->view.eye.y + sp74.y, this->view.eye.z + sp74.z);
}
}
if (this->envCtx.precipitation[PRECIP_RAIN_CUR] != 0) {
2022-05-17 22:41:50 +00:00
Environment_DrawRain(this, &this->view, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
2022-05-17 22:41:50 +00:00
Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_11E18, FILL_SCREEN_OPA);
}
if ((HREG(80) != 10) || (HREG(85) != 0)) {
2022-05-17 22:41:50 +00:00
func_800315AC(this, &this->actorCtx);
}
if ((HREG(80) != 10) || (HREG(86) != 0)) {
2022-05-17 22:41:50 +00:00
if (!this->envCtx.sunMoonDisabled) {
sp21C.x = this->view.eye.x + this->envCtx.sunPos.x;
sp21C.y = this->view.eye.y + this->envCtx.sunPos.y;
sp21C.z = this->view.eye.z + this->envCtx.sunPos.z;
Environment_DrawSunLensFlare(this, &this->envCtx, &this->view, gfxCtx, sp21C, 0);
}
2022-05-17 22:41:50 +00:00
Environment_DrawCustomLensFlare(this);
}
if ((HREG(80) != 10) || (HREG(87) != 0)) {
if (MREG(64) != 0) {
Environment_FillScreen(gfxCtx, MREG(65), MREG(66), MREG(67), MREG(68),
FILL_SCREEN_OPA | FILL_SCREEN_XLU);
}
2022-05-17 22:41:50 +00:00
switch (this->envCtx.fillScreen) {
case 1:
2022-05-17 22:41:50 +00:00
Environment_FillScreen(gfxCtx, this->envCtx.screenFillColor[0],
this->envCtx.screenFillColor[1], this->envCtx.screenFillColor[2],
this->envCtx.screenFillColor[3], FILL_SCREEN_OPA | FILL_SCREEN_XLU);
break;
default:
break;
}
}
if ((HREG(80) != 10) || (HREG(88) != 0)) {
2022-05-17 22:41:50 +00:00
if (this->envCtx.sandstormState != SANDSTORM_OFF) {
Environment_DrawSandstorm(this, this->envCtx.sandstormState);
}
}
if ((HREG(80) != 10) || (HREG(93) != 0)) {
2022-05-17 22:41:50 +00:00
DebugDisplay_DrawObjects(this);
}
if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) {
Gfx* sp70 = OVERLAY_DISP;
2022-05-17 22:41:50 +00:00
this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
this->pauseBgPreRender.fbufSave = (u16*)gZBuffer;
func_800C1F20(&this->pauseBgPreRender, &sp70);
if (R_PAUSE_MENU_MODE == 1) {
2022-05-17 22:41:50 +00:00
this->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer;
func_800C20B4(&this->pauseBgPreRender, &sp70);
R_PAUSE_MENU_MODE = 2;
} else {
gTrnsnUnkState = 2;
}
OVERLAY_DISP = sp70;
2022-05-17 22:41:50 +00:00
this->unk_121C7 = 2;
SREG(33) |= 1;
} else {
2022-05-17 22:41:50 +00:00
Play_Draw_DrawOverlayElements:
if ((HREG(80) != 10) || (HREG(89) != 0)) {
2022-05-17 22:41:50 +00:00
Play_DrawOverlayElements(this);
}
}
}
}
}
2022-05-17 22:41:50 +00:00
if (this->view.unk_124 != 0) {
Camera_Update(GET_ACTIVE_CAM(this));
View_UpdateViewingMatrix(&this->view);
this->view.unk_124 = 0;
if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
SkyboxDraw_UpdateMatrix(&this->skyboxCtx, this->view.eye.x, this->view.eye.y, this->view.eye.z);
}
}
2022-05-17 22:41:50 +00:00
Camera_Finish(GET_ACTIVE_CAM(this));
CLOSE_DISPS(gfxCtx, "../z_play.c", 4508);
}
2022-05-17 22:41:50 +00:00
void Play_Main(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
2020-10-13 00:44:22 +00:00
2022-05-17 22:41:50 +00:00
D_8012D1F8 = &this->state.input[0];
DebugDisplay_Init();
PLAY_LOG(4556);
if ((HREG(80) == 10) && (HREG(94) != 10)) {
HREG(81) = 1;
HREG(82) = 1;
HREG(83) = 1;
HREG(84) = 3;
HREG(85) = 1;
HREG(86) = 1;
HREG(87) = 1;
HREG(88) = 1;
HREG(89) = 1;
HREG(90) = 15;
HREG(91) = 1;
HREG(92) = 1;
HREG(93) = 1;
HREG(94) = 10;
}
if ((HREG(80) != 10) || (HREG(81) != 0)) {
2022-05-17 22:41:50 +00:00
Play_Update(this);
}
PLAY_LOG(4583);
2022-05-17 22:41:50 +00:00
Play_Draw(this);
PLAY_LOG(4587);
}
// original name: "Game_play_demo_mode_check"
s32 Play_InCsMode(PlayState* this) {
2022-05-17 22:41:50 +00:00
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
}
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
CollisionPoly poly;
2020-06-07 14:08:06 +00:00
f32 temp1;
f32 temp2;
f32 temp3;
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
f32 floorY;
f32 nx;
f32 ny;
f32 nz;
2020-06-07 14:08:06 +00:00
s32 pad[5];
2022-05-17 22:41:50 +00:00
floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec);
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
if (floorY > BGCHECK_Y_MIN) {
nx = COLPOLY_GET_NORMAL(poly.normal.x);
ny = COLPOLY_GET_NORMAL(poly.normal.y);
nz = COLPOLY_GET_NORMAL(poly.normal.z);
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
temp1 = sqrtf(1.0f - SQ(nx));
2020-06-07 14:08:06 +00:00
if (temp1 != 0.0f) {
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
temp2 = ny * temp1;
temp3 = -nz * temp1;
} else {
2020-06-07 14:08:06 +00:00
temp3 = 0.0f;
temp2 = 0.0f;
}
2020-06-07 14:08:06 +00:00
mf->xx = temp1;
mf->yx = -nx * temp2;
mf->zx = nx * temp3;
mf->xy = nx;
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
mf->yy = ny;
mf->zy = nz;
mf->yz = temp3;
2020-06-07 14:08:06 +00:00
mf->zz = temp2;
mf->wx = 0.0f;
mf->wy = 0.0f;
mf->xz = 0.0f;
mf->wz = 0.0f;
mf->xw = vec->x;
mf->yw = floorY;
mf->zw = vec->z;
mf->ww = 1.0f;
} else {
mf->xy = 0.0f;
mf->zx = 0.0f;
mf->yx = 0.0f;
mf->xx = 0.0f;
mf->wz = 0.0f;
mf->xz = 0.0f;
mf->wy = 0.0f;
mf->wx = 0.0f;
mf->zz = 0.0f;
mf->yz = 0.0f;
mf->zy = 0.0f;
mf->yy = 1.0f;
mf->xw = vec->x;
mf->yw = vec->y;
mf->zw = vec->z;
mf->ww = 1.0f;
}
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
return floorY;
}
void* Play_LoadFile(PlayState* this, RomFile* file) {
u32 size;
void* allocp;
size = file->vromEnd - file->vromStart;
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allocp = GameState_Alloc(&this->state, size, "../z_play.c", 4692);
DmaMgr_SendRequest1(allocp, file->vromStart, size, "../z_play.c", 4694);
2020-03-17 04:31:30 +00:00
return allocp;
}
2020-03-17 04:31:30 +00:00
void Play_InitEnvironment(PlayState* this, s16 skyboxId) {
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Skybox_Init(&this->state, &this->skyboxCtx, skyboxId);
Environment_Init(this, &this->envCtx, 0);
}
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void Play_InitScene(PlayState* this, s32 spawn) {
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this->curSpawn = spawn;
this->linkActorEntry = NULL;
this->unk_11DFC = NULL;
this->setupEntranceList = NULL;
this->setupExitList = NULL;
this->cUpElfMsgs = NULL;
this->setupPathList = NULL;
this->numSetupActors = 0;
Object_InitBank(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);
2022-06-21 00:31:53 +00:00
R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT;
gSaveContext.worldMapArea = 0;
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Scene_ExecuteCommands(this, this->sceneSegment);
Play_InitEnvironment(this, this->skyboxId);
2020-03-17 04:31:30 +00:00
}
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneNum];
2020-03-17 04:31:30 +00:00
scene->unk_13 = 0;
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this->loadedScene = scene;
this->sceneNum = sceneNum;
this->sceneDrawConfig = scene->drawConfig;
2020-03-17 04:31:30 +00:00
osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f);
2020-03-17 04:31:30 +00:00
2022-05-17 22:41:50 +00:00
this->sceneSegment = Play_LoadFile(this, &scene->sceneFile);
scene->unk_13 = 0;
2022-05-17 22:41:50 +00:00
ASSERT(this->sceneSegment != NULL, "this->sceneSegment != NULL", "../z_play.c", 4960);
2022-05-17 22:41:50 +00:00
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
2022-05-17 22:41:50 +00:00
Play_InitScene(this, spawn);
2022-05-17 22:41:50 +00:00
osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f);
2020-03-17 04:31:30 +00:00
}
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
f32 w;
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Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
Matrix_MultVec3f(src, dest);
2020-03-17 04:31:30 +00:00
w = this->viewProjectionMtxF.ww + (this->viewProjectionMtxF.wx * src->x + this->viewProjectionMtxF.wy * src->y +
this->viewProjectionMtxF.wz * src->z);
2020-03-17 04:31:30 +00:00
dest->x = (SCREEN_WIDTH / 2) + ((dest->x / w) * (SCREEN_WIDTH / 2));
dest->y = (SCREEN_HEIGHT / 2) - ((dest->y / w) * (SCREEN_HEIGHT / 2));
}
s16 Play_CreateSubCamera(PlayState* this) {
s16 i;
2020-03-17 04:31:30 +00:00
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
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if (this->cameraPtrs[i] == NULL) {
break;
}
}
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if (i == NUM_CAMS) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST);
return CAM_ID_NONE;
}
osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL(
CYAN) " " VT_RST "\n",
i);
2022-05-17 22:41:50 +00:00
this->cameraPtrs[i] = &this->subCameras[i - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[i], &this->view, &this->colCtx, this);
this->cameraPtrs[i]->camId = i;
return i;
}
2020-03-17 04:31:30 +00:00
s16 Play_GetActiveCamId(PlayState* this) {
2022-05-17 22:41:50 +00:00
return this->activeCamId;
}
s16 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
2022-05-17 22:41:50 +00:00
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (status == CAM_STAT_ACTIVE) {
2022-05-17 22:41:50 +00:00
this->activeCamId = camIdx;
}
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return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
}
void Play_ClearCamera(PlayState* this, s16 camId) {
2022-05-17 22:41:50 +00:00
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (camIdx == CAM_ID_MAIN) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST);
}
2022-05-17 22:41:50 +00:00
if (this->cameraPtrs[camIdx] != NULL) {
Camera_ChangeStatus(this->cameraPtrs[camIdx], CAM_STAT_UNK100);
this->cameraPtrs[camIdx] = NULL;
osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " clear sub camera [%d] " VT_BGCOL(
CYAN) " " VT_RST "\n",
camIdx);
} else {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: camera No.%d already cleared\n" VT_RST, camIdx);
}
}
void Play_ClearAllSubCameras(PlayState* this) {
s16 subCamId;
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
2022-05-17 22:41:50 +00:00
if (this->cameraPtrs[subCamId] != NULL) {
Play_ClearCamera(this, subCamId);
}
}
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this->activeCamId = CAM_ID_MAIN;
}
Camera* Play_GetCamera(PlayState* this, s16 camId) {
2022-05-17 22:41:50 +00:00
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
2022-05-17 22:41:50 +00:00
return this->cameraPtrs[camIdx];
}
s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 ret = 0;
2022-05-17 22:41:50 +00:00
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
ret |= Camera_SetParam(camera, 2, eye);
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->atLERPStepScale = 0.01f;
return ret;
}
s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 ret = 0;
2022-05-17 22:41:50 +00:00
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
ret |= Camera_SetParam(camera, 2, eye);
ret <<= 1;
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
ret |= Camera_SetParam(camera, 4, up);
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->atLERPStepScale = 0.01f;
return ret;
}
2020-03-17 04:31:30 +00:00
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
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s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
if (1) {}
return ret;
}
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
camera->roll = roll;
2020-03-17 04:31:30 +00:00
return 1;
}
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
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s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? this->activeCamId : srcCamId;
s16 destCamId1 = (destCamId == CAM_ID_NONE) ? this->activeCamId : destCamId;
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Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
}
s32 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting) {
Camera* camera;
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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camera = this->cameraPtrs[camIdx];
decompile z_camera (#398) * cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
2020-12-06 22:39:47 +00:00
Camera_InitPlayerSettings(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting) {
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return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
}
void func_800C08AC(PlayState* this, s16 camId, s16 arg2) {
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
s16 i;
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Play_ClearCamera(this, camIdx);
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
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if (this->cameraPtrs[i] != NULL) {
osSyncPrintf(
VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
i);
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Play_ClearCamera(this, i);
}
}
if (arg2 <= 0) {
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Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STAT_ACTIVE);
this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN;
} else {
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OnePointCutscene_Init(this, 1020, arg2, NULL, CAM_ID_MAIN);
}
}
s16 Play_CameraGetUID(PlayState* this, s16 camId) {
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Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return camera->uid;
} else {
return -1;
}
}
s16 func_800C09D8(PlayState* this, s16 camId, s16 arg2) {
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Camera* camera = this->cameraPtrs[camId];
2020-03-17 04:31:30 +00:00
if (camera != NULL) {
return 0;
} else if (camera->uid != arg2) {
return 0;
} else if (camera->status != CAM_STAT_ACTIVE) {
return 2;
} else {
return 1;
}
}
2020-03-17 04:31:30 +00:00
void Play_SaveSceneFlags(PlayState* this) {
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SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[this->sceneNum];
2020-03-17 04:31:30 +00:00
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savedSceneFlags->chest = this->actorCtx.flags.chest;
savedSceneFlags->swch = this->actorCtx.flags.swch;
savedSceneFlags->clear = this->actorCtx.flags.clear;
savedSceneFlags->collect = this->actorCtx.flags.collect;
}
2020-03-17 04:31:30 +00:00
void Play_SetRespawnData(PlayState* this, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams,
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Vec3f* pos, s16 yaw) {
RespawnData* respawnData = &gSaveContext.respawn[respawnMode];
2020-03-17 04:31:30 +00:00
respawnData->entranceIndex = entranceIndex;
respawnData->roomIndex = roomIndex;
respawnData->pos = *pos;
respawnData->yaw = yaw;
respawnData->playerParams = playerParams;
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respawnData->tempSwchFlags = this->actorCtx.flags.tempSwch;
respawnData->tempCollectFlags = this->actorCtx.flags.tempCollect;
}
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void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams) {
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Player* player = GET_PLAYER(this);
s32 entranceIndex;
s8 roomIndex;
2020-03-17 04:31:30 +00:00
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if ((this->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (this->sceneNum != SCENE_KAKUSIANA)) {
roomIndex = this->roomCtx.curRoom.num;
entranceIndex = gSaveContext.entranceIndex;
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Play_SetRespawnData(this, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
}
}
2020-03-17 04:31:30 +00:00
void Play_TriggerVoidOut(PlayState* this) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = this->actorCtx.flags.tempSwch;
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.flags.tempCollect;
gSaveContext.respawnFlag = 1;
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this->transitionTrigger = TRANS_TRIGGER_START;
this->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
this->transitionType = TRANS_TYPE_FADE_BLACK;
2020-03-17 04:31:30 +00:00
}
void Play_LoadToLastEntrance(PlayState* this) {
gSaveContext.respawnFlag = -1;
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this->transitionTrigger = TRANS_TRIGGER_START;
2020-03-17 04:31:30 +00:00
2022-05-17 22:41:50 +00:00
if ((this->sceneNum == SCENE_GANON_SONOGO) || (this->sceneNum == SCENE_GANON_FINAL) ||
(this->sceneNum == SCENE_GANONTIKA_SONOGO) || (this->sceneNum == SCENE_GANON_DEMO)) {
this->nextEntranceIndex = ENTR_GANON_FINAL_0;
Item_Give(this, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) ||
(gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) {
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this->nextEntranceIndex = ENTR_SPOT00_6;
2020-03-22 21:19:43 +00:00
} else {
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this->nextEntranceIndex = gSaveContext.entranceIndex;
2020-03-17 04:31:30 +00:00
}
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this->transitionType = TRANS_TYPE_FADE_BLACK;
2020-03-17 04:31:30 +00:00
}
void Play_TriggerRespawn(PlayState* this) {
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Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF);
Play_LoadToLastEntrance(this);
2020-03-17 04:31:30 +00:00
}
2022-06-21 00:31:53 +00:00
s32 Play_CamIsNotFixed(PlayState* this) {
// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
// but the scene mesh header handles all shop cases regardless
return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneNum != SCENE_HAIRAL_NIWA);
}
2020-03-17 04:31:30 +00:00
s32 FrameAdvance_IsEnabled(PlayState* this) {
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return !!this->frameAdvCtx.enabled;
2020-03-17 04:31:30 +00:00
}
s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
TransitionActorEntry* transitionActor;
s32 frontRoom;
if (actor->category != ACTORCAT_DOOR) {
return 0;
}
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transitionActor = &this->transiActorCtx.list[(u16)actor->params >> 10];
frontRoom = transitionActor->sides[0].room;
2020-03-17 04:31:30 +00:00
if (frontRoom == transitionActor->sides[1].room) {
return 0;
}
if (frontRoom == actor->room) {
*yaw = actor->shape.rot.y;
} else {
*yaw = actor->shape.rot.y + 0x8000;
}
return 1;
}
s32 func_800C0DB4(PlayState* this, Vec3f* pos) {
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
WaterBox* waterBox;
CollisionPoly* poly;
Vec3f waterSurfacePos;
s32 bgId;
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
waterSurfacePos = *pos;
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if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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&waterBox) == true &&
pos->y < waterSurfacePos.y &&
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BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
return true;
} else {
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
return false;
}
}