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Add IS_PAUSED
macro
This commit is contained in:
parent
f752add633
commit
c8d0ca5499
9 changed files with 37 additions and 41 deletions
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@ -771,6 +771,9 @@ typedef enum {
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#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
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(((pauseCtx)->state >= PAUSE_STATE_8) && ((pauseCtx)->state <= PAUSE_STATE_17))
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#define IS_PAUSED(pauseCtx) \
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(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))
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// Sub-states of PAUSE_STATE_MAIN
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typedef enum {
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/* 0 */ PAUSE_MAIN_STATE_IDLE,
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@ -3218,10 +3218,7 @@ f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
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dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
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if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
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pauseState = dynaRaycastDown->play->pauseCtx.state != PAUSE_STATE_OFF;
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if (!pauseState) {
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pauseState = dynaRaycastDown->play->pauseCtx.debugState != 0;
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}
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pauseState = IS_PAUSED(&dynaRaycastDown->play->pauseCtx);
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if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
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curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
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polyMin =
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@ -56,7 +56,7 @@ void KaleidoScopeCall_Update(PlayState* play) {
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KaleidoMgrOverlay* kaleidoScopeOvl = &gKaleidoMgrOverlayTable[KALEIDO_OVL_KALEIDO_SCOPE];
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PauseContext* pauseCtx = &play->pauseCtx;
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if ((pauseCtx->state != PAUSE_STATE_OFF) || (pauseCtx->debugState != 0)) {
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if (IS_PAUSED(pauseCtx)) {
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if (pauseCtx->state == PAUSE_STATE_WAIT_LETTERBOX) {
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if (Letterbox_GetSize() == 0) {
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HREG(80) = 7;
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@ -101,7 +101,7 @@ void KaleidoScopeCall_Update(PlayState* play) {
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if (gKaleidoMgrCurOvl == kaleidoScopeOvl) {
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sKaleidoScopeUpdateFunc(play);
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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osSyncPrintf(VT_FGCOL(GREEN));
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// "Kaleido area Kaleidoscope Emission"
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osSyncPrintf("カレイド領域 カレイドスコープ排出\n");
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@ -42,11 +42,11 @@ void KaleidoSetup_Update(PlayState* play) {
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PauseContext* pauseCtx = &play->pauseCtx;
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Input* input = &play->state.input[0];
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if (pauseCtx->state == PAUSE_STATE_OFF && pauseCtx->debugState == 0 &&
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play->gameOverCtx.state == GAMEOVER_INACTIVE && play->transitionTrigger == TRANS_TRIGGER_OFF &&
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play->transitionMode == TRANS_MODE_OFF && gSaveContext.cutsceneIndex < 0xFFF0 &&
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gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) && play->shootingGalleryStatus <= 1 &&
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gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
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if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
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play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
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gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
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gSaveContext.magicState != MAGIC_STATE_FILL &&
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(play->sceneId != SCENE_BOWLING || !Flags_GetSwitch(play, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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@ -887,7 +887,7 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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}
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if (pauseCtx->state == PAUSE_STATE_OFF) {
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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if (play->skyboxId == SKYBOX_NORMAL_SKY) {
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play->skyboxCtx.rot.y -= 0.001f;
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} else if (play->skyboxId == SKYBOX_CUTSCENE_MAP) {
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@ -506,8 +506,7 @@ void Health_UpdateBeatingHeart(PlayState* play) {
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if (interfaceCtx->beatingHeartOscillator <= 0) {
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interfaceCtx->beatingHeartOscillator = 0;
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interfaceCtx->beatingHeartOscillatorDirection = 0;
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if (!Player_InCsMode(play) && (play->pauseCtx.state == PAUSE_STATE_OFF) &&
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(play->pauseCtx.debugState == 0) && Health_IsCritical() && !Play_InCsMode(play)) {
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if (!Player_InCsMode(play) && !IS_PAUSED(&play->pauseCtx) && Health_IsCritical() && !Play_InCsMode(play)) {
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func_80078884(NA_SE_SY_HITPOINT_ALARM);
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}
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}
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@ -522,7 +522,7 @@ void Map_Update(PlayState* play) {
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s16 floor;
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s16 i;
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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@ -2517,10 +2517,9 @@ void Magic_Update(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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// Slowly consume magic while lens is on
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play)) {
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if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
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if ((gSaveContext.magic == 0) ||
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((Player_GetEnvironmentalHazard(play) >= PLAYER_ENV_HAZARD_UNDERWATER_FLOOR) &&
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(Player_GetEnvironmentalHazard(play) <= PLAYER_ENV_HAZARD_UNDERWATER_FREE)) ||
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@ -2774,7 +2773,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
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if (!IS_PAUSE_STATE_GAMEOVER(pauseCtx)) {
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if ((play->pauseCtx.state != PAUSE_STATE_OFF) || (play->pauseCtx.debugState != 0)) {
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if (IS_PAUSED(&play->pauseCtx)) {
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// Start Button Texture, Color & Label
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha);
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@ -2802,8 +2801,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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}
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}
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if (interfaceCtx->naviCalling && (play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(play->csCtx.state == CS_STATE_IDLE)) {
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if (interfaceCtx->naviCalling && !IS_PAUSED(&play->pauseCtx) && (play->csCtx.state == CS_STATE_IDLE)) {
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if (!sCUpInvisible) {
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// C-Up Button Texture, Color & Label (Navi Text)
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gDPPipeSync(OVERLAY_DISP++);
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@ -3383,7 +3381,7 @@ void Interface_Draw(PlayState* play) {
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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if (gSaveContext.minigameState != 1) {
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// Carrots rendering if the action corresponds to riding a horse
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if (interfaceCtx->unk_1EE == 8) {
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@ -3480,11 +3478,11 @@ void Interface_Draw(PlayState* play) {
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}
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}
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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(play->shootingGalleryStatus <= 1) && !((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
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if (!IS_PAUSED(&play->pauseCtx) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play) && (gSaveContext.minigameState != 1) && (play->shootingGalleryStatus <= 1) &&
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!((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
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timerId = TIMER_ID_MAIN;
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@ -3936,7 +3934,7 @@ void Interface_Update(PlayState* play) {
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osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
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}
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
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((play->sceneId == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
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if ((msgCtx->msgMode == MSGMODE_NONE) ||
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@ -4081,10 +4079,10 @@ void Interface_Update(PlayState* play) {
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Health_UpdateMeter(play);
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if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && (play->pauseCtx.state == PAUSE_STATE_OFF) &&
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(play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
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if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && !IS_PAUSED(&play->pauseCtx) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play)) {}
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if (gSaveContext.rupeeAccumulator != 0) {
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if (gSaveContext.rupeeAccumulator > 0) {
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@ -4167,10 +4165,9 @@ void Interface_Update(PlayState* play) {
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WREG(7) = interfaceCtx->unk_1F4;
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// Update Magic
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) &&
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((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionMode == TRANS_MODE_OFF) && ((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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if (gSaveContext.isMagicAcquired && (gSaveContext.magicLevel == 0)) {
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gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
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@ -839,7 +839,7 @@ void Play_Update(PlayState* this) {
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}
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PLAY_LOG(3551);
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isPaused = (this->pauseCtx.state != PAUSE_STATE_OFF) || (this->pauseCtx.debugState != 0);
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isPaused = IS_PAUSED(&this->pauseCtx);
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PLAY_LOG(3555);
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AnimationContext_Reset(&this->animationCtx);
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@ -916,7 +916,7 @@ void Play_Update(PlayState* this) {
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if (this->viewpoint != VIEWPOINT_NONE) {
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if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {
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if ((this->pauseCtx.state != PAUSE_STATE_OFF) || (this->pauseCtx.debugState != 0)) {
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if (IS_PAUSED(&this->pauseCtx)) {
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// "Changing viewpoint is prohibited due to the kaleidoscope"
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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);
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} else if (Player_InCsMode(this)) {
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@ -940,7 +940,7 @@ void Play_Update(PlayState* this) {
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PLAY_LOG(3716);
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if ((this->pauseCtx.state != PAUSE_STATE_OFF) || (this->pauseCtx.debugState != 0)) {
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if (IS_PAUSED(&this->pauseCtx)) {
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PLAY_LOG(3721);
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KaleidoScopeCall_Update(this);
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} else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
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@ -1003,7 +1003,7 @@ skip:
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}
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void Play_DrawOverlayElements(PlayState* this) {
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if ((this->pauseCtx.state != PAUSE_STATE_OFF) || (this->pauseCtx.debugState != 0)) {
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if (IS_PAUSED(&this->pauseCtx)) {
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KaleidoScopeCall_Draw(this);
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}
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