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Gameplay_ -> Play_ and this (#1229)

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fig02 2022-05-17 18:41:50 -04:00 committed by GitHub
parent f6c472ae5e
commit aadb5f9c47
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GPG key ID: 4AEE18F83AFDEB23
78 changed files with 1059 additions and 1078 deletions

View file

@ -108,7 +108,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
if (gameStateInitFunc == Title_Init) {
return &gGameStateOverlayTable[2];
}
if (gameStateInitFunc == Gameplay_Init) {
if (gameStateInitFunc == Play_Init) {
return &gGameStateOverlayTable[3];
}
if (gameStateInitFunc == Opening_Init) {

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@ -1010,7 +1010,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
void func_8002DE74(GlobalContext* globalCtx, Player* player) {
if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
}
}
@ -2564,7 +2564,7 @@ void func_80031C3C(ActorContext* actorCtx, GlobalContext* globalCtx) {
actorCtx->absoluteSpace = NULL;
}
Gameplay_SaveSceneFlags(globalCtx);
Play_SaveSceneFlags(globalCtx);
func_80030488(globalCtx);
ActorOverlayTable_Cleanup();
}
@ -2874,7 +2874,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
if ((player != NULL) && (actor == player->unk_664)) {
func_8008EDF0(player);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
Camera_ChangeMode(Play_GetCamera(globalCtx, Play_GetActiveCamId(globalCtx)), 0);
}
if (actor == actorCtx->targetCtx.arrowPointedActor) {

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@ -6111,7 +6111,7 @@ s32 Camera_Demo6(Camera* camera) {
s16 stateTimers[4];
Demo6ReadWriteData* rwData = &camera->paramData.demo6.rwData;
mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
camFocus = camera->target;
stateTimers[1] = 0x37;
stateTimers[2] = 0x46;
@ -6216,7 +6216,7 @@ s32 Camera_Demo9(Camera* camera) {
f32* camFOV = &camera->fov;
Demo9ReadWriteData* rwData = &camera->paramData.demo9.rwData;
mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCamPlayerPosRot = &mainCam->playerPosRot;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@ -7630,7 +7630,7 @@ void Camera_Finish(Camera* camera) {
Player* player = GET_PLAYER(camera->globalCtx);
if (camera->timer == 0) {
Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
if ((camera->parentCamId == CAM_ID_MAIN) && (camera->csId != 0)) {
player->actor.freezeTimer = 0;
@ -7660,7 +7660,7 @@ void Camera_Finish(Camera* camera) {
camera->timer = -1;
camera->globalCtx->envCtx.fillScreen = false;
Gameplay_ClearCamera(camera->globalCtx, camera->camId);
Play_ClearCamera(camera->globalCtx, camera->camId);
}
}

View file

@ -1217,7 +1217,7 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
break;
case 118:
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0;
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext*
if (csCtx->unk_1A != 0) {
csCtx->unk_18 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex
if (csCtx->unk_1B != 0) {
D_8015FCC0 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1A != 0) {
D_8015FCC2 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
Camera_SetParam(subCam, 64, &sp28);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1B != 0) {
D_8015FCC4 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
sp3C.y = csCtx->subCamLookAtPoints->pos.y;
sp3C.z = csCtx->subCamLookAtPoints->pos.z;
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
case 0x028E:
case 0x0292:
case 0x0476:
Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
}
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, csCtx->subCamId);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, csCtx->subCamId);
func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]);
}
@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
sReturnToCamId = globalCtx->activeCamId;
if (D_8015FCC8 != 0) {
csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx);
csCtx->subCamId = Play_CreateSubCamera(globalCtx);
}
if (gSaveContext.cutsceneTrigger == 0) {

View file

@ -56,7 +56,7 @@ void func_80026608(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 159);
gDPPipeSync(POLY_OPA_DISP++);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 164);
}
@ -115,7 +115,7 @@ void func_80026A6C(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 217);
gDPPipeSync(POLY_XLU_DISP++);
POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP);
POLY_XLU_DISP = Play_SetFog(globalCtx, POLY_XLU_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 222);
}

View file

@ -847,7 +847,7 @@ void EnItem00_DrawCollectible(EnItem00* this, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_item00.c", 1594);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
if (this->actor.params == ITEM00_BOMBS_SPECIAL) {
texIndex = 1;

View file

@ -12,7 +12,7 @@ GameStateOverlay gGameStateOverlayTable[] = {
GAMESTATE_OVERLAY_INTERNAL(TitleSetup_Init, TitleSetup_Destroy, sizeof(GameState)),
GAMESTATE_OVERLAY(select, Select_Init, Select_Destroy, sizeof(SelectContext)),
GAMESTATE_OVERLAY(title, Title_Init, Title_Destroy, sizeof(TitleContext)),
GAMESTATE_OVERLAY_INTERNAL(Gameplay_Init, Gameplay_Destroy, sizeof(GlobalContext)),
GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(GlobalContext)),
GAMESTATE_OVERLAY(opening, Opening_Init, Opening_Destroy, sizeof(OpeningContext)),
GAMESTATE_OVERLAY(file_choose, FileChoose_Init, FileChoose_Destroy, sizeof(FileChooseContext)),
};

View file

@ -223,7 +223,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
sp54.y = player->actor.world.pos.y + 100.0f;
sp54.z = player->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
Play_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
} else {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x,
D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0,

View file

@ -14,9 +14,9 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE &&
globalCtx->transitionTrigger == TRANS_TRIGGER_OFF && globalCtx->transitionMode == TRANS_MODE_OFF &&
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))) {
gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(globalCtx) &&
globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
if (BREG(0)) {

View file

@ -507,7 +507,7 @@ void Health_UpdateBeatingHeart(GlobalContext* globalCtx) {
interfaceCtx->beatingHeartOscillator = 0;
interfaceCtx->beatingHeartOscillatorDirection = 0;
if (!Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) &&
(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Gameplay_InCsMode(globalCtx)) {
(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Play_InCsMode(globalCtx)) {
func_80078884(NA_SE_SY_HITPOINT_ALARM);
}
}

View file

@ -406,8 +406,8 @@ void Minimap_Draw(GlobalContext* globalCtx) {
}
}
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx));
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
osSyncPrintf("Game_play_demo_mode_check=%d\n", Play_InCsMode(globalCtx));
// clang-format off
if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
@ -493,7 +493,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position
}
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
// clang-format off
if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,

View file

@ -119,7 +119,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
break;
case 5010:
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
subCam->roll = 0;
break;
case 9500:
@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
csInfo->keyFrames = D_801211D4;
csInfo->keyFrameCnt = 2;
}
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
} break;
case 2290: {
@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x3E8;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
func_8002DF54(globalCtx, NULL, 8);
subCam->roll = 0;
subCam->fov = 50.0f;
@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 1010:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov);
Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Play_CameraSetFov(globalCtx, subCamId, childCam->fov);
Play_SetCameraRoll(globalCtx, subCamId, childCam->roll);
break;
case 9601:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
break;
case 9602:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
break;
case 4175:
@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = -1979.0f;
spB4.y = 703.0f;
spB4.z = -269.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 6;
subCam->fov = 75.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 70.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3050:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, &player->actor, 5);
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
func_80078884(NA_SE_SY_CORRECT_CHIME);
@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 1729.0f;
spB4.y = 995.0f;
spB4.z = -1405.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x50;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetWorld(&spA0, &player->actor);
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
subCam->roll = -1;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, actor, 1);
@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.r = 150.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.pitch = -0xAF0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 60.0f;
func_8002DF38(globalCtx, actor, 1);
break;
case 3190:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_8002DF38(globalCtx, actor, 0xC);
break;
@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 80.0f;
spB4.y = 445.0f;
spB4.z = -1425.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x1E;
subCam->fov = 75.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -581,7 +581,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x5DC;
spD0.r = 120.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
i = Quake_Add(subCam, 3);
Quake_SetSpeed(i, 22000);
@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y + 0x7FFF;
spD0.r = 300.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 45.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.r = 400.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
spB4.y = spA0.pos.y + 60.0f;
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
@ -628,7 +628,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 6001:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, NULL, 8);
Actor_GetWorld(&spA0, actor);
if (spA0.pos.z > -750.0f) {
@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Quake_SetCountdown(i, D_801208E4 - 10);
break;
case 3400:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF38(globalCtx, &player->actor, 8);
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
@ -664,9 +664,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3310:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
func_8002DF54(globalCtx, NULL, 8);
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
i = Quake_Add(subCam, 1);
Quake_SetSpeed(i, 32000);
@ -958,8 +958,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND);
subCam->data2 = 0xC;
} else {
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
}
break;
case 9908:
@ -1132,7 +1132,7 @@ s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 subCamId) {
subCam->parentCamId = CAM_ID_MAIN;
subCam->childCamId = subCam->parentCamId;
subCam->timer = -1;
Gameplay_ClearCamera(subCam->globalCtx, subCam->camId);
Play_ClearCamera(subCam->globalCtx, subCam->camId);
return nextCamId;
}
@ -1155,7 +1155,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
if (parentCamId == CAM_ID_NONE) {
parentCamId = globalCtx->activeCamId;
}
subCamId = Gameplay_CreateSubCamera(globalCtx);
subCamId = Play_CreateSubCamera(globalCtx);
if (subCamId == CAM_ID_NONE) {
osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
return CAM_ID_NONE;
@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
subCam->csId = csId;
if (parentCamId == CAM_ID_MAIN) {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
} else {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
}
OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer);
Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
// Removes all lower priority cutscenes in front of this cutscene from the queue.
vCurCamId = subCamId;
@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
vNextCamId, nextCsId, thisCsId);
if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) {
if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) {
Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
}
} else {
vCurCamId = vNextCamId;

View file

@ -2485,7 +2485,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
!Gameplay_InCsMode(globalCtx)) {
!Play_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) &&
@ -3430,7 +3430,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) &&
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Gameplay_InCsMode(globalCtx) &&
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(globalCtx) &&
(gSaveContext.minigameState != 1) && (globalCtx->shootingGalleryStatus <= 1) &&
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
svar6 = 0;
@ -3996,7 +3996,7 @@ void Interface_Update(GlobalContext* globalCtx) {
if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
!Gameplay_InCsMode(globalCtx)) {}
!Play_InCsMode(globalCtx)) {}
if (gSaveContext.rupeeAccumulator != 0) {
if (gSaveContext.rupeeAccumulator > 0) {

File diff suppressed because it is too large Load diff

View file

@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}
s32 func_8008EF30(GlobalContext* globalCtx) {

View file

@ -2,7 +2,7 @@
void Sample_HandleStateChange(SampleContext* this) {
if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
this->state.running = false;
}
}

View file

@ -239,7 +239,7 @@ void func_8009883C(GlobalContext* globalCtx, SceneCmd* cmd) {
}
if (cmd->specialFiles.cUpElfMsgNum != 0) {
globalCtx->cUpElfMsgs = Gameplay_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
globalCtx->cUpElfMsgs = Play_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
}
}