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code_80110450 (game over) OK* (#739)

* OK (sort of)

* remove hack

* clean up comments
This commit is contained in:
fig02 2021-03-28 19:50:46 -04:00 committed by GitHub
parent 187d2d1500
commit 1639417327
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GPG key ID: 4AEE18F83AFDEB23
21 changed files with 209 additions and 444 deletions

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@ -1,7 +0,0 @@
#include "global.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_80110450.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_80110460.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_801104C8.s")

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@ -519,7 +519,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
if (globalCtx->unk_10A20 != 0) {
if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
return;
}

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@ -24,6 +24,6 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
frameAdvCtx->timer = 0;
return true;
}
return false;
}

150
src/code/z_game_over.c Normal file
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@ -0,0 +1,150 @@
#include "global.h"
void GameOver_Init(GlobalContext* globalCtx) {
globalCtx->gameOverCtx.state = GAMEOVER_INACTIVE;
}
void GameOver_FadeInLights(GlobalContext* globalCtx) {
GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
Kankyo_FadeInGameOverLights(globalCtx);
}
}
// This variable has the same problem as z_message's data going to rodata.
// A fix for this is planned, and will be taken care of with z_message.
// For now this variable is externed from z_message's rodata.s file.
extern s16 D_80153D80; // todo: rename to `timer` and make this in function static (after rodata issue is resolved)
void GameOver_Update(GlobalContext* globalCtx) {
GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
s16 i;
s16 j;
s32 v90;
s32 v91;
s32 v92;
switch (gameOverCtx->state) {
case GAMEOVER_DEATH_START:
func_80106CCC(globalCtx);
gSaveContext.timer1State = 0;
gSaveContext.timer2State = 0;
gSaveContext.eventInf[1] &= ~1;
// search inventory for spoiling items and revert if necessary
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_POCKET_EGG) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
// search c buttons for the found spoiling item and revert if necessary
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
Interface_LoadItemIcon1(globalCtx, j);
}
}
}
}
// restore "temporary B" to the B Button if not a sword item
if (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI &&
gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER &&
gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS &&
gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE) {
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
} else {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
}
}
gSaveContext.nayrusLoveTimer = 2000;
gSaveContext.naviTimer = 0;
gSaveContext.seqIndex = 0xFF;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
gSaveContext.eventInf[3] = 0;
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
Kankyo_InitGameOverLights(globalCtx);
D_80153D80 = 20;
if (1) {}
v90 = VREG(90);
v91 = VREG(91);
v92 = VREG(92);
func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_WAIT_GROUND:
break;
case GAMEOVER_DEATH_DELAY_MENU:
D_80153D80--;
if (D_80153D80 == 0) {
globalCtx->pauseCtx.state = 8;
gameOverCtx->state++;
func_800AA15C();
}
break;
case GAMEOVER_REVIVE_START:
gameOverCtx->state++;
D_80153D80 = 0;
Kankyo_InitGameOverLights(globalCtx);
ShrinkWindow_SetVal(0x20);
return;
case GAMEOVER_REVIVE_RUMBLE:
D_80153D80 = 50;
gameOverCtx->state++;
if (1) {}
v90 = VREG(90);
v91 = VREG(91);
v92 = VREG(92);
func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
break;
case GAMEOVER_REVIVE_WAIT_GROUND:
D_80153D80--;
if (D_80153D80 == 0) {
D_80153D80 = 64;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_WAIT_FAIRY:
D_80153D80--;
if (D_80153D80 == 0) {
D_80153D80 = 50;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_FADE_OUT:
Kankyo_FadeOutGameOverLights(globalCtx);
D_80153D80--;
if (D_80153D80 == 0) {
gameOverCtx->state = GAMEOVER_INACTIVE;
}
break;
}
}

View file

@ -42,8 +42,8 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
PauseContext* pauseCtx = &globalCtx->pauseCtx;
Input* input = &globalCtx->state.input[0];
if (pauseCtx->state == 0 && pauseCtx->flag == 0 && globalCtx->unk_10A20 == 0 && globalCtx->sceneLoadFlag == 0 &&
globalCtx->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
if (pauseCtx->state == 0 && pauseCtx->flag == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE &&
globalCtx->sceneLoadFlag == 0 && globalCtx->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
gSaveContext.nextCutsceneIndex < 0xFFF0 && !Gameplay_InCsMode(globalCtx) &&
globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {

View file

@ -54,11 +54,11 @@ f32 func_800746DC() {
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80075E68.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80075F14.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_InitGameOverLights.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800760F4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_FadeInGameOverLights.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800763A8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_FadeOutGameOverLights.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800766C4.s")

View file

@ -2453,8 +2453,8 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
case 7:
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (msgCtx->msgMode == 0) &&
(globalCtx->unk_10A20 == 0) && (globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0) &&
!Gameplay_InCsMode(globalCtx)) {
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {
if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
((gSaveContext.equips.buttonItems[1] != ITEM_LENS) &&
(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
@ -3414,8 +3414,9 @@ void Interface_Draw(GlobalContext* globalCtx) {
}
}
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (globalCtx->unk_10A20 == 0) &&
(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == 0) &&
!(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
(globalCtx->shootingGalleryStatus <= 1) &&
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
@ -3836,7 +3837,7 @@ void Interface_Update(GlobalContext* globalCtx) {
if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
if ((msgCtx->msgMode == 0) || ((msgCtx->msgMode != 0) && (globalCtx->sceneNum == SCENE_BOWLING))) {
if (globalCtx->unk_10A20 == 0) {
if (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) {
func_80083108(globalCtx);
}
}
@ -4056,8 +4057,8 @@ void Interface_Update(GlobalContext* globalCtx) {
WREG(7) = interfaceCtx->unk_1F4;
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (msgCtx->msgMode == 0) &&
(globalCtx->sceneLoadFlag == 0) && (globalCtx->unk_10A20 == 0) && (globalCtx->transitionMode == 0) &&
((globalCtx->csCtx.state == 0) || !Player_InCsMode(globalCtx))) {
(globalCtx->sceneLoadFlag == 0) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(globalCtx->transitionMode == 0) && ((globalCtx->csCtx.state == 0) || !Player_InCsMode(globalCtx))) {
if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
gSaveContext.unk_13F0 = 8;

View file

@ -229,7 +229,7 @@ void Gameplay_Init(GameState* thisx) {
Sram_Init(globalCtx, &globalCtx->sramCtx);
func_80112098(globalCtx);
func_80110F68(globalCtx);
func_80110450(globalCtx);
GameOver_Init(globalCtx);
func_8006BA00(globalCtx);
Effect_InitContext(globalCtx);
EffectSs_InitInfo(globalCtx, 0x55);
@ -771,7 +771,8 @@ void Gameplay_Update(GlobalContext* globalCtx) {
LOG_NUM("1", 1, "../z_play.c", 3542);
}
if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == 0) && (globalCtx->unk_10A20 == 0)) {
if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(globalCtx);
}
@ -935,12 +936,12 @@ void Gameplay_Update(GlobalContext* globalCtx) {
}
KaleidoScopeCall_Update(globalCtx);
} else if (globalCtx->unk_10A20 != 0) {
} else if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3727);
}
func_801104C8(globalCtx);
GameOver_Update(globalCtx);
} else {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3733);
@ -1028,7 +1029,7 @@ skip:
}
func_80070C24(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx,
&globalCtx->unk_10A20, globalCtx->state.gfxCtx);
&globalCtx->gameOverCtx, globalCtx->state.gfxCtx);
}
void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
@ -1042,8 +1043,8 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
func_8010F58C(globalCtx);
if (globalCtx->unk_10A20 != 0) {
func_80110460(globalCtx);
if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_FadeInLights(globalCtx);
}
}