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code_80110450 (game over) OK* (#739)
* OK (sort of) * remove hack * clean up comments
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21 changed files with 209 additions and 444 deletions
150
src/code/z_game_over.c
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150
src/code/z_game_over.c
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#include "global.h"
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void GameOver_Init(GlobalContext* globalCtx) {
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globalCtx->gameOverCtx.state = GAMEOVER_INACTIVE;
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}
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void GameOver_FadeInLights(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
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(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
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Kankyo_FadeInGameOverLights(globalCtx);
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}
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}
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// This variable has the same problem as z_message's data going to rodata.
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// A fix for this is planned, and will be taken care of with z_message.
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// For now this variable is externed from z_message's rodata.s file.
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extern s16 D_80153D80; // todo: rename to `timer` and make this in function static (after rodata issue is resolved)
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void GameOver_Update(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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s16 i;
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s16 j;
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s32 v90;
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s32 v91;
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s32 v92;
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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func_80106CCC(globalCtx);
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gSaveContext.timer1State = 0;
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gSaveContext.timer2State = 0;
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gSaveContext.eventInf[1] &= ~1;
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// search inventory for spoiling items and revert if necessary
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for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
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if (INV_CONTENT(ITEM_POCKET_EGG) == gSpoilingItems[i]) {
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INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
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// search c buttons for the found spoiling item and revert if necessary
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
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if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
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gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
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Interface_LoadItemIcon1(globalCtx, j);
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}
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}
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}
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}
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// restore "temporary B" to the B Button if not a sword item
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if (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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}
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gSaveContext.nayrusLoveTimer = 2000;
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gSaveContext.naviTimer = 0;
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gSaveContext.seqIndex = 0xFF;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.eventInf[0] = 0;
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gSaveContext.eventInf[1] = 0;
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gSaveContext.eventInf[2] = 0;
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gSaveContext.eventInf[3] = 0;
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
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Kankyo_InitGameOverLights(globalCtx);
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D_80153D80 = 20;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
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break;
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case GAMEOVER_DEATH_WAIT_GROUND:
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break;
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case GAMEOVER_DEATH_DELAY_MENU:
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D_80153D80--;
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if (D_80153D80 == 0) {
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globalCtx->pauseCtx.state = 8;
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gameOverCtx->state++;
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func_800AA15C();
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}
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break;
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case GAMEOVER_REVIVE_START:
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gameOverCtx->state++;
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D_80153D80 = 0;
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Kankyo_InitGameOverLights(globalCtx);
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ShrinkWindow_SetVal(0x20);
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return;
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case GAMEOVER_REVIVE_RUMBLE:
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D_80153D80 = 50;
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gameOverCtx->state++;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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D_80153D80--;
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if (D_80153D80 == 0) {
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D_80153D80 = 64;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_WAIT_FAIRY:
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D_80153D80--;
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if (D_80153D80 == 0) {
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D_80153D80 = 50;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_FADE_OUT:
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Kankyo_FadeOutGameOverLights(globalCtx);
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D_80153D80--;
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if (D_80153D80 == 0) {
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gameOverCtx->state = GAMEOVER_INACTIVE;
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}
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break;
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}
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}
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