mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-14 03:44:34 +00:00
PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
This commit is contained in:
parent
154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
|
@ -13,13 +13,13 @@ FaultClient D_801614B8;
|
|||
s16 sTransitionFillTimer;
|
||||
u64 D_801614D0[0xA00];
|
||||
|
||||
void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn);
|
||||
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn);
|
||||
|
||||
void func_800BC450(GlobalContext* this) {
|
||||
void func_800BC450(PlayState* this) {
|
||||
Camera_ChangeDataIdx(GET_ACTIVE_CAM(this), this->unk_1242B - 1);
|
||||
}
|
||||
|
||||
void func_800BC490(GlobalContext* this, s16 point) {
|
||||
void func_800BC490(PlayState* this, s16 point) {
|
||||
ASSERT(point == 1 || point == 2, "point == 1 || point == 2", "../z_play.c", 2160);
|
||||
|
||||
this->unk_1242B = point;
|
||||
|
@ -32,12 +32,12 @@ void func_800BC490(GlobalContext* this, s16 point) {
|
|||
func_800BC450(this);
|
||||
}
|
||||
|
||||
s32 func_800BC56C(GlobalContext* this, s16 arg1) {
|
||||
s32 func_800BC56C(PlayState* this, s16 arg1) {
|
||||
return (arg1 == this->unk_1242B);
|
||||
}
|
||||
|
||||
// original name: "Game_play_shop_pr_vr_switch_set"
|
||||
void func_800BC590(GlobalContext* this) {
|
||||
void func_800BC590(PlayState* this) {
|
||||
osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
|
||||
|
||||
if (YREG(15) == 0x10) {
|
||||
|
@ -45,7 +45,7 @@ void func_800BC590(GlobalContext* this) {
|
|||
}
|
||||
}
|
||||
|
||||
void Play_SetupTransition(GlobalContext* this, s32 transitionType) {
|
||||
void Play_SetupTransition(PlayState* this, s32 transitionType) {
|
||||
TransitionContext* transitionCtx = &this->transitionCtx;
|
||||
|
||||
bzero(transitionCtx, sizeof(TransitionContext));
|
||||
|
@ -143,17 +143,17 @@ void Play_SetupTransition(GlobalContext* this, s32 transitionType) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_800BC88C(GlobalContext* this) {
|
||||
void func_800BC88C(PlayState* this) {
|
||||
this->transitionCtx.transitionType = -1;
|
||||
}
|
||||
|
||||
Gfx* Play_SetFog(GlobalContext* this, Gfx* gfx) {
|
||||
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
|
||||
return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
|
||||
this->lightCtx.fogNear, 1000);
|
||||
}
|
||||
|
||||
void Play_Destroy(GameState* thisx) {
|
||||
GlobalContext* this = (GlobalContext*)thisx;
|
||||
PlayState* this = (PlayState*)thisx;
|
||||
Player* player = GET_PLAYER(this);
|
||||
|
||||
this->state.gfxCtx->callback = NULL;
|
||||
|
@ -195,7 +195,7 @@ void Play_Destroy(GameState* thisx) {
|
|||
}
|
||||
|
||||
void Play_Init(GameState* thisx) {
|
||||
GlobalContext* this = (GlobalContext*)thisx;
|
||||
PlayState* this = (PlayState*)thisx;
|
||||
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
||||
u32 zAlloc;
|
||||
u32 zAllocAligned;
|
||||
|
@ -418,7 +418,7 @@ void Play_Init(GameState* thisx) {
|
|||
}
|
||||
}
|
||||
|
||||
void Play_Update(GlobalContext* this) {
|
||||
void Play_Update(PlayState* this) {
|
||||
s32 pad1;
|
||||
s32 sp80;
|
||||
Input* input;
|
||||
|
@ -603,7 +603,7 @@ void Play_Update(GlobalContext* this) {
|
|||
this->state.running = false;
|
||||
|
||||
if (gSaveContext.gameMode != 2) {
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = this->nextEntranceIndex;
|
||||
|
||||
if (gSaveContext.minigameState == 1) {
|
||||
|
@ -654,7 +654,7 @@ void Play_Update(GlobalContext* this) {
|
|||
|
||||
if (sTransitionFillTimer >= 20) {
|
||||
this->state.running = false;
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = this->nextEntranceIndex;
|
||||
this->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
this->transitionMode = TRANS_MODE_OFF;
|
||||
|
@ -696,7 +696,7 @@ void Play_Update(GlobalContext* this) {
|
|||
case TRANS_MODE_INSTANT:
|
||||
if (this->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
this->state.running = false;
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = this->nextEntranceIndex;
|
||||
this->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
this->transitionMode = TRANS_MODE_OFF;
|
||||
|
@ -742,7 +742,7 @@ void Play_Update(GlobalContext* this) {
|
|||
} else {
|
||||
if (this->envCtx.sandstormEnvA == 255) {
|
||||
this->state.running = false;
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = this->nextEntranceIndex;
|
||||
this->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
this->transitionMode = TRANS_MODE_OFF;
|
||||
|
@ -1073,7 +1073,7 @@ skip:
|
|||
this->state.gfxCtx);
|
||||
}
|
||||
|
||||
void Play_DrawOverlayElements(GlobalContext* this) {
|
||||
void Play_DrawOverlayElements(PlayState* this) {
|
||||
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
|
||||
KaleidoScopeCall_Draw(this);
|
||||
}
|
||||
|
@ -1089,7 +1089,7 @@ void Play_DrawOverlayElements(GlobalContext* this) {
|
|||
}
|
||||
}
|
||||
|
||||
void Play_Draw(GlobalContext* this) {
|
||||
void Play_Draw(PlayState* this) {
|
||||
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
||||
Lights* sp228;
|
||||
Vec3f sp21C;
|
||||
|
@ -1346,7 +1346,7 @@ void Play_Draw(GlobalContext* this) {
|
|||
}
|
||||
|
||||
void Play_Main(GameState* thisx) {
|
||||
GlobalContext* this = (GlobalContext*)thisx;
|
||||
PlayState* this = (PlayState*)thisx;
|
||||
|
||||
D_8012D1F8 = &this->state.input[0];
|
||||
|
||||
|
@ -1389,11 +1389,11 @@ void Play_Main(GameState* thisx) {
|
|||
}
|
||||
|
||||
// original name: "Game_play_demo_mode_check"
|
||||
s32 Play_InCsMode(GlobalContext* this) {
|
||||
s32 Play_InCsMode(PlayState* this) {
|
||||
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
|
||||
}
|
||||
|
||||
f32 func_800BFCB8(GlobalContext* this, MtxF* mf, Vec3f* vec) {
|
||||
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
||||
CollisionPoly poly;
|
||||
f32 temp1;
|
||||
f32 temp2;
|
||||
|
@ -1459,7 +1459,7 @@ f32 func_800BFCB8(GlobalContext* this, MtxF* mf, Vec3f* vec) {
|
|||
return floorY;
|
||||
}
|
||||
|
||||
void* Play_LoadFile(GlobalContext* this, RomFile* file) {
|
||||
void* Play_LoadFile(PlayState* this, RomFile* file) {
|
||||
u32 size;
|
||||
void* allocp;
|
||||
|
||||
|
@ -1470,12 +1470,12 @@ void* Play_LoadFile(GlobalContext* this, RomFile* file) {
|
|||
return allocp;
|
||||
}
|
||||
|
||||
void Play_InitEnvironment(GlobalContext* this, s16 skyboxId) {
|
||||
void Play_InitEnvironment(PlayState* this, s16 skyboxId) {
|
||||
Skybox_Init(&this->state, &this->skyboxCtx, skyboxId);
|
||||
Environment_Init(this, &this->envCtx, 0);
|
||||
}
|
||||
|
||||
void Play_InitScene(GlobalContext* this, s32 spawn) {
|
||||
void Play_InitScene(PlayState* this, s32 spawn) {
|
||||
this->curSpawn = spawn;
|
||||
this->linkActorEntry = NULL;
|
||||
this->unk_11DFC = NULL;
|
||||
|
@ -1494,7 +1494,7 @@ void Play_InitScene(GlobalContext* this, s32 spawn) {
|
|||
Play_InitEnvironment(this, this->skyboxId);
|
||||
}
|
||||
|
||||
void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn) {
|
||||
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn) {
|
||||
SceneTableEntry* scene = &gSceneTable[sceneNum];
|
||||
|
||||
scene->unk_13 = 0;
|
||||
|
@ -1515,7 +1515,7 @@ void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn) {
|
|||
osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f);
|
||||
}
|
||||
|
||||
void Play_GetScreenPos(GlobalContext* this, Vec3f* src, Vec3f* dest) {
|
||||
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
|
||||
f32 w;
|
||||
|
||||
Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
|
||||
|
@ -1528,7 +1528,7 @@ void Play_GetScreenPos(GlobalContext* this, Vec3f* src, Vec3f* dest) {
|
|||
dest->y = (SCREEN_HEIGHT / 2) - ((dest->y / w) * (SCREEN_HEIGHT / 2));
|
||||
}
|
||||
|
||||
s16 Play_CreateSubCamera(GlobalContext* this) {
|
||||
s16 Play_CreateSubCamera(PlayState* this) {
|
||||
s16 i;
|
||||
|
||||
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
|
||||
|
@ -1553,11 +1553,11 @@ s16 Play_CreateSubCamera(GlobalContext* this) {
|
|||
return i;
|
||||
}
|
||||
|
||||
s16 Play_GetActiveCamId(GlobalContext* this) {
|
||||
s16 Play_GetActiveCamId(PlayState* this) {
|
||||
return this->activeCamId;
|
||||
}
|
||||
|
||||
s16 Play_ChangeCameraStatus(GlobalContext* this, s16 camId, s16 status) {
|
||||
s16 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
if (status == CAM_STAT_ACTIVE) {
|
||||
|
@ -1567,7 +1567,7 @@ s16 Play_ChangeCameraStatus(GlobalContext* this, s16 camId, s16 status) {
|
|||
return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
|
||||
}
|
||||
|
||||
void Play_ClearCamera(GlobalContext* this, s16 camId) {
|
||||
void Play_ClearCamera(PlayState* this, s16 camId) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
if (camIdx == CAM_ID_MAIN) {
|
||||
|
@ -1585,7 +1585,7 @@ void Play_ClearCamera(GlobalContext* this, s16 camId) {
|
|||
}
|
||||
}
|
||||
|
||||
void Play_ClearAllSubCameras(GlobalContext* this) {
|
||||
void Play_ClearAllSubCameras(PlayState* this) {
|
||||
s16 subCamId;
|
||||
|
||||
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
|
||||
|
@ -1597,13 +1597,13 @@ void Play_ClearAllSubCameras(GlobalContext* this) {
|
|||
this->activeCamId = CAM_ID_MAIN;
|
||||
}
|
||||
|
||||
Camera* Play_GetCamera(GlobalContext* this, s16 camId) {
|
||||
Camera* Play_GetCamera(PlayState* this, s16 camId) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
return this->cameraPtrs[camIdx];
|
||||
}
|
||||
|
||||
s32 Play_CameraSetAtEye(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye) {
|
||||
s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
|
||||
s32 ret = 0;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
@ -1629,7 +1629,7 @@ s32 Play_CameraSetAtEye(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye) {
|
|||
return ret;
|
||||
}
|
||||
|
||||
s32 Play_CameraSetAtEyeUp(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
|
||||
s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
|
||||
s32 ret = 0;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
@ -1657,14 +1657,14 @@ s32 Play_CameraSetAtEyeUp(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye,
|
|||
return ret;
|
||||
}
|
||||
|
||||
s32 Play_CameraSetFov(GlobalContext* this, s16 camId, f32 fov) {
|
||||
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
|
||||
s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
|
||||
|
||||
if (1) {}
|
||||
return ret;
|
||||
}
|
||||
|
||||
s32 Play_SetCameraRoll(GlobalContext* this, s16 camId, s16 roll) {
|
||||
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
||||
|
@ -1673,14 +1673,14 @@ s32 Play_SetCameraRoll(GlobalContext* this, s16 camId, s16 roll) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
void Play_CopyCamera(GlobalContext* this, s16 destCamId, s16 srcCamId) {
|
||||
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
|
||||
s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? this->activeCamId : srcCamId;
|
||||
s16 destCamId1 = (destCamId == CAM_ID_NONE) ? this->activeCamId : destCamId;
|
||||
|
||||
Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
|
||||
}
|
||||
|
||||
s32 func_800C0808(GlobalContext* this, s16 camId, Player* player, s16 setting) {
|
||||
s32 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting) {
|
||||
Camera* camera;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
|
@ -1689,11 +1689,11 @@ s32 func_800C0808(GlobalContext* this, s16 camId, Player* player, s16 setting) {
|
|||
return Camera_ChangeSetting(camera, setting);
|
||||
}
|
||||
|
||||
s32 Play_CameraChangeSetting(GlobalContext* this, s16 camId, s16 setting) {
|
||||
s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting) {
|
||||
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
|
||||
}
|
||||
|
||||
void func_800C08AC(GlobalContext* this, s16 camId, s16 arg2) {
|
||||
void func_800C08AC(PlayState* this, s16 camId, s16 arg2) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
s16 i;
|
||||
|
||||
|
@ -1716,7 +1716,7 @@ void func_800C08AC(GlobalContext* this, s16 camId, s16 arg2) {
|
|||
}
|
||||
}
|
||||
|
||||
s16 Play_CameraGetUID(GlobalContext* this, s16 camId) {
|
||||
s16 Play_CameraGetUID(PlayState* this, s16 camId) {
|
||||
Camera* camera = this->cameraPtrs[camId];
|
||||
|
||||
if (camera != NULL) {
|
||||
|
@ -1726,7 +1726,7 @@ s16 Play_CameraGetUID(GlobalContext* this, s16 camId) {
|
|||
}
|
||||
}
|
||||
|
||||
s16 func_800C09D8(GlobalContext* this, s16 camId, s16 arg2) {
|
||||
s16 func_800C09D8(PlayState* this, s16 camId, s16 arg2) {
|
||||
Camera* camera = this->cameraPtrs[camId];
|
||||
|
||||
if (camera != NULL) {
|
||||
|
@ -1740,7 +1740,7 @@ s16 func_800C09D8(GlobalContext* this, s16 camId, s16 arg2) {
|
|||
}
|
||||
}
|
||||
|
||||
void Play_SaveSceneFlags(GlobalContext* this) {
|
||||
void Play_SaveSceneFlags(PlayState* this) {
|
||||
SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[this->sceneNum];
|
||||
|
||||
savedSceneFlags->chest = this->actorCtx.flags.chest;
|
||||
|
@ -1749,7 +1749,7 @@ void Play_SaveSceneFlags(GlobalContext* this) {
|
|||
savedSceneFlags->collect = this->actorCtx.flags.collect;
|
||||
}
|
||||
|
||||
void Play_SetRespawnData(GlobalContext* this, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams,
|
||||
void Play_SetRespawnData(PlayState* this, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams,
|
||||
Vec3f* pos, s16 yaw) {
|
||||
RespawnData* respawnData = &gSaveContext.respawn[respawnMode];
|
||||
|
||||
|
@ -1762,7 +1762,7 @@ void Play_SetRespawnData(GlobalContext* this, s32 respawnMode, s16 entranceIndex
|
|||
respawnData->tempCollectFlags = this->actorCtx.flags.tempCollect;
|
||||
}
|
||||
|
||||
void Play_SetupRespawnPoint(GlobalContext* this, s32 respawnMode, s32 playerParams) {
|
||||
void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams) {
|
||||
Player* player = GET_PLAYER(this);
|
||||
s32 entranceIndex;
|
||||
s8 roomIndex;
|
||||
|
@ -1775,7 +1775,7 @@ void Play_SetupRespawnPoint(GlobalContext* this, s32 respawnMode, s32 playerPara
|
|||
}
|
||||
}
|
||||
|
||||
void Play_TriggerVoidOut(GlobalContext* this) {
|
||||
void Play_TriggerVoidOut(PlayState* this) {
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = this->actorCtx.flags.tempSwch;
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.flags.tempCollect;
|
||||
gSaveContext.respawnFlag = 1;
|
||||
|
@ -1784,7 +1784,7 @@ void Play_TriggerVoidOut(GlobalContext* this) {
|
|||
this->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
void Play_LoadToLastEntrance(GlobalContext* this) {
|
||||
void Play_LoadToLastEntrance(PlayState* this) {
|
||||
gSaveContext.respawnFlag = -1;
|
||||
this->transitionTrigger = TRANS_TRIGGER_START;
|
||||
|
||||
|
@ -1802,21 +1802,21 @@ void Play_LoadToLastEntrance(GlobalContext* this) {
|
|||
this->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
void Play_TriggerRespawn(GlobalContext* this) {
|
||||
void Play_TriggerRespawn(PlayState* this) {
|
||||
Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF);
|
||||
Play_LoadToLastEntrance(this);
|
||||
}
|
||||
|
||||
s32 func_800C0CB8(GlobalContext* this) {
|
||||
s32 func_800C0CB8(PlayState* this) {
|
||||
return (this->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
|
||||
(YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
|
||||
}
|
||||
|
||||
s32 FrameAdvance_IsEnabled(GlobalContext* this) {
|
||||
s32 FrameAdvance_IsEnabled(PlayState* this) {
|
||||
return !!this->frameAdvCtx.enabled;
|
||||
}
|
||||
|
||||
s32 func_800C0D34(GlobalContext* this, Actor* actor, s16* yaw) {
|
||||
s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
|
||||
TransitionActorEntry* transitionActor;
|
||||
s32 frontRoom;
|
||||
|
||||
|
@ -1840,7 +1840,7 @@ s32 func_800C0D34(GlobalContext* this, Actor* actor, s16* yaw) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
s32 func_800C0DB4(GlobalContext* this, Vec3f* pos) {
|
||||
s32 func_800C0DB4(PlayState* this, Vec3f* pos) {
|
||||
WaterBox* waterBox;
|
||||
CollisionPoly* poly;
|
||||
Vec3f waterSurfacePos;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue