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Document enum PauseState
game over parts (#2283)
* [document] `enum PauseState`, game over parts * apply Jenkins fixes (automatic code formatting) also, as previously, i've rerun the "make" to check integrity * add `PAUSE_STATE_GAME_OVER_*` comments in case it helps to rename them later, if the need ever arises * improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format` temporary changing a couple of setting to - ColumnLimit: 0 - AlignTrailingComments: false fixes the issue. i don't want to push unrelated formatting here * remove redundant comments https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667 * apply PR naming suggestions reverified with > `check_format.py ...` > `make ...`
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5 changed files with 48 additions and 43 deletions
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@ -63,22 +63,22 @@ typedef enum PauseState {
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/* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu.
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/* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs.
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/* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu
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/* 8 */ PAUSE_STATE_8,
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/* 9 */ PAUSE_STATE_9,
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/* 10 */ PAUSE_STATE_10,
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/* 11 */ PAUSE_STATE_11,
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/* 12 */ PAUSE_STATE_12,
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/* 13 */ PAUSE_STATE_13,
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/* 14 */ PAUSE_STATE_14,
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/* 15 */ PAUSE_STATE_15,
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/* 16 */ PAUSE_STATE_16,
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/* 17 */ PAUSE_STATE_17,
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/* 8 */ PAUSE_STATE_GAME_OVER_START,
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/* 9 */ PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER,
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/* 10 */ PAUSE_STATE_GAME_OVER_INIT,
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/* 11 */ PAUSE_STATE_GAME_OVER_SHOW_MESSAGE,
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/* 12 */ PAUSE_STATE_GAME_OVER_WINDOW_DELAY,
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/* 13 */ PAUSE_STATE_GAME_OVER_SHOW_WINDOW, // Show background and animate
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/* 14 */ PAUSE_STATE_GAME_OVER_SAVE_PROMPT, // Ask "Would you like to save?", apply the choice
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/* 15 */ PAUSE_STATE_GAME_OVER_SAVED, // Show "Game saved.", wait for the delay or input
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/* 16 */ PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT, // Ask "Continue playing?"
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/* 17 */ PAUSE_STATE_GAME_OVER_FINISH, // Fade out, then apply the choice
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/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
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/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
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} PauseState;
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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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(((pauseCtx)->state >= PAUSE_STATE_GAME_OVER_START) && ((pauseCtx)->state <= PAUSE_STATE_GAME_OVER_FINISH))
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#define IS_PAUSED(pauseCtx) \
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(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))
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@ -102,7 +102,7 @@ void GameOver_Update(PlayState* play) {
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sGameOverTimer--;
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if (sGameOverTimer == 0) {
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play->pauseCtx.state = PAUSE_STATE_8;
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play->pauseCtx.state = PAUSE_STATE_GAME_OVER_START;
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gameOverCtx->state++;
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Rumble_Reset();
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}
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@ -70,7 +70,7 @@ void KaleidoScopeCall_Update(PlayState* play) {
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pauseCtx->savePromptState = PAUSE_SAVE_PROMPT_STATE_APPEARING;
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pauseCtx->state = (pauseCtx->state & 0xFFFF) + 1; // PAUSE_STATE_WAIT_BG_PRERENDER
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}
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} else if (pauseCtx->state == PAUSE_STATE_8) {
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} else if (pauseCtx->state == PAUSE_STATE_GAME_OVER_START) {
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#if OOT_DEBUG
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R_HREG_MODE = HREG_MODE_UCODE_DISAS;
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R_UCODE_DISAS_LOG_MODE = 3;
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@ -78,13 +78,14 @@ void KaleidoScopeCall_Update(PlayState* play) {
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R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_SETUP;
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pauseCtx->mainState = PAUSE_MAIN_STATE_IDLE;
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pauseCtx->savePromptState = PAUSE_SAVE_PROMPT_STATE_APPEARING;
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pauseCtx->state = (pauseCtx->state & 0xFFFF) + 1; // PAUSE_STATE_9
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} else if ((pauseCtx->state == PAUSE_STATE_WAIT_BG_PRERENDER) || (pauseCtx->state == PAUSE_STATE_9)) {
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pauseCtx->savePromptState = PAUSE_SAVE_PROMPT_STATE_APPEARING; // copied from pause menu, not needed here
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pauseCtx->state = (pauseCtx->state & 0xFFFF) + 1; // PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER
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} else if ((pauseCtx->state == PAUSE_STATE_WAIT_BG_PRERENDER) ||
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(pauseCtx->state == PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER)) {
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PRINTF("PR_KAREIDOSCOPE_MODE=%d\n", R_PAUSE_BG_PRERENDER_STATE);
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if (R_PAUSE_BG_PRERENDER_STATE >= PAUSE_BG_PRERENDER_READY) {
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pauseCtx->state++; // PAUSE_STATE_INIT or PAUSE_STATE_10
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pauseCtx->state++; // PAUSE_STATE_INIT or PAUSE_STATE_GAME_OVER_INIT
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}
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} else if (pauseCtx->state != PAUSE_STATE_OFF) {
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if (gKaleidoMgrCurOvl != kaleidoScopeOvl) {
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@ -124,7 +125,8 @@ void KaleidoScopeCall_Draw(PlayState* play) {
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if (R_PAUSE_BG_PRERENDER_STATE >= PAUSE_BG_PRERENDER_READY) {
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if (((play->pauseCtx.state >= PAUSE_STATE_OPENING_1) && (play->pauseCtx.state <= PAUSE_STATE_SAVE_PROMPT)) ||
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((play->pauseCtx.state >= PAUSE_STATE_11) && (play->pauseCtx.state <= PAUSE_STATE_CLOSING))) {
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((play->pauseCtx.state >= PAUSE_STATE_GAME_OVER_SHOW_MESSAGE) &&
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(play->pauseCtx.state <= PAUSE_STATE_CLOSING))) {
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if (gKaleidoMgrCurOvl == kaleidoScopeOvl) {
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sKaleidoScopeDrawFunc(play);
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}
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@ -10,7 +10,8 @@ void KaleidoScope_UpdatePrompt(PlayState* play) {
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if (((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
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(pauseCtx->savePromptState == PAUSE_SAVE_PROMPT_STATE_WAIT_CHOICE)) ||
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(pauseCtx->state == PAUSE_STATE_14) || (pauseCtx->state == PAUSE_STATE_16)) {
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(pauseCtx->state == PAUSE_STATE_GAME_OVER_SAVE_PROMPT) ||
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(pauseCtx->state == PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT)) {
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if ((pauseCtx->promptChoice == 0) && (stickAdjX >= 30)) {
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Audio_PlaySfxGeneral(NA_SE_SY_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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@ -1544,7 +1544,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
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if (((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
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(pauseCtx->savePromptState < PAUSE_SAVE_PROMPT_STATE_SAVED)) ||
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(pauseCtx->state == PAUSE_STATE_14)) {
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(pauseCtx->state == PAUSE_STATE_GAME_OVER_SAVE_PROMPT)) {
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POLY_OPA_DISP = KaleidoScope_QuadTextureIA8(POLY_OPA_DISP, sSavePromptMessageTexs[gSaveContext.language],
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152, 16, PROMPT_QUAD_MESSAGE * 4);
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@ -1572,12 +1572,13 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
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16, PROMPT_QUAD_CHOICE_NO * 4);
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} else if (((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
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(pauseCtx->savePromptState >= PAUSE_SAVE_PROMPT_STATE_SAVED)) ||
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pauseCtx->state == PAUSE_STATE_15) {
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pauseCtx->state == PAUSE_STATE_GAME_OVER_SAVED) {
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#if PLATFORM_N64
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POLY_OPA_DISP = KaleidoScope_QuadTextureIA8(POLY_OPA_DISP, sSaveConfirmationTexs[gSaveContext.language],
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152, 16, PROMPT_QUAD_MESSAGE * 4);
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#endif
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} else if (((pauseCtx->state == PAUSE_STATE_16) || (pauseCtx->state == PAUSE_STATE_17))) {
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} else if (((pauseCtx->state == PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT) ||
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(pauseCtx->state == PAUSE_STATE_GAME_OVER_FINISH))) {
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POLY_OPA_DISP = KaleidoScope_QuadTextureIA8(POLY_OPA_DISP, sContinuePromptTexs[gSaveContext.language], 152,
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16, PROMPT_QUAD_MESSAGE * 4);
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@ -1609,7 +1610,8 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
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gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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if ((pauseCtx->state != PAUSE_STATE_16) && (pauseCtx->state != PAUSE_STATE_17)) {
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if ((pauseCtx->state != PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT) &&
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(pauseCtx->state != PAUSE_STATE_GAME_OVER_FINISH)) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 0, pauseCtx->alpha);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
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}
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@ -2828,7 +2830,7 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
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((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
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((pauseCtx->savePromptState == PAUSE_SAVE_PROMPT_STATE_CLOSING) ||
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(pauseCtx->savePromptState == PAUSE_SAVE_PROMPT_STATE_CLOSING_AFTER_SAVED))) ||
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((pauseCtx->state >= PAUSE_STATE_8) && (pauseCtx->state <= PAUSE_STATE_13))) {
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((pauseCtx->state >= PAUSE_STATE_GAME_OVER_START) && (pauseCtx->state <= PAUSE_STATE_GAME_OVER_SHOW_WINDOW))) {
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// When opening/closing, translate the page vertices so that the pages rotate around their lower edge
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// instead of the middle.
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pauseCtx->pagesYOrigin1 = PAUSE_PAGES_Y_ORIGIN_1_LOWER;
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@ -3355,7 +3357,7 @@ void KaleidoScope_Draw(PlayState* play) {
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}
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}
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if ((pauseCtx->state >= PAUSE_STATE_11) && (pauseCtx->state <= PAUSE_STATE_17)) {
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if ((pauseCtx->state >= PAUSE_STATE_GAME_OVER_SHOW_MESSAGE) && (pauseCtx->state <= PAUSE_STATE_GAME_OVER_FINISH)) {
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KaleidoScope_DrawGameOver(play);
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}
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@ -3581,7 +3583,7 @@ void KaleidoScope_Update(PlayState* play) {
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if ((R_PAUSE_BG_PRERENDER_STATE >= PAUSE_BG_PRERENDER_READY) &&
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(((pauseCtx->state >= PAUSE_STATE_OPENING_1) && (pauseCtx->state <= PAUSE_STATE_SAVE_PROMPT)) ||
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((pauseCtx->state >= PAUSE_STATE_10) && (pauseCtx->state <= PAUSE_STATE_CLOSING)))) {
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((pauseCtx->state >= PAUSE_STATE_GAME_OVER_INIT) && (pauseCtx->state <= PAUSE_STATE_CLOSING)))) {
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if ((((u32)pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE) ||
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(pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE_CURSOR_ON_SONG)) &&
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@ -4260,7 +4262,7 @@ void KaleidoScope_Update(PlayState* play) {
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}
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break;
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case PAUSE_STATE_10:
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case PAUSE_STATE_GAME_OVER_INIT:
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pauseCtx->cursorSlot[PAUSE_MAP] = pauseCtx->cursorPoint[PAUSE_MAP] = pauseCtx->dungeonMapSlot =
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VREG(30) + 3;
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WREG(16) = -175;
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@ -4329,10 +4331,10 @@ void KaleidoScope_Update(PlayState* play) {
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D_8082B260 = 30;
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VREG(88) = 98;
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pauseCtx->promptChoice = 0;
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pauseCtx->state++; // PAUSE_STATE_11
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pauseCtx->state++; // PAUSE_STATE_GAME_OVER_SHOW_MESSAGE
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break;
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case PAUSE_STATE_11:
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case PAUSE_STATE_GAME_OVER_SHOW_MESSAGE:
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stepR = ABS(D_8082AB8C - 30) / D_8082B260;
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stepG = ABS(D_8082AB90) / D_8082B260;
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stepB = ABS(D_8082AB94) / D_8082B260;
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@ -4388,19 +4390,19 @@ void KaleidoScope_Update(PlayState* play) {
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D_8082ABA0 = 130;
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D_8082ABA4 = 0;
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pauseCtx->state++; // PAUSE_STATE_12
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pauseCtx->state++; // PAUSE_STATE_GAME_OVER_WINDOW_DELAY
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D_8082B260 = 40;
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}
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break;
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case PAUSE_STATE_12:
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case PAUSE_STATE_GAME_OVER_WINDOW_DELAY:
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D_8082B260--;
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if (D_8082B260 == 0) {
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pauseCtx->state = PAUSE_STATE_13;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_SHOW_WINDOW;
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}
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break;
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case PAUSE_STATE_13:
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case PAUSE_STATE_GAME_OVER_SHOW_WINDOW:
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pauseCtx->itemPagePitch = pauseCtx->equipPagePitch = pauseCtx->mapPagePitch = pauseCtx->questPagePitch =
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pauseCtx->promptPitch -= 160.0f / WREG(6);
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pauseCtx->infoPanelOffsetY += 40 / WREG(6);
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VREG(88) = 66;
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R_PAUSE_PAGES_Y_ORIGIN_2 = 0;
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pauseCtx->alpha = 255;
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pauseCtx->state = PAUSE_STATE_14;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_SAVE_PROMPT;
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gSaveContext.save.info.playerData.deaths++;
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if (gSaveContext.save.info.playerData.deaths > 999) {
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gSaveContext.save.info.playerData.deaths = 999;
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PRINTF("kscope->angle_s = %f\n", pauseCtx->promptPitch);
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break;
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case PAUSE_STATE_14:
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case PAUSE_STATE_GAME_OVER_SAVE_PROMPT:
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if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
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if (pauseCtx->promptChoice != 0) {
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pauseCtx->promptChoice = 0;
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Audio_PlaySfxGeneral(NA_SE_SY_DECIDE, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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pauseCtx->state = PAUSE_STATE_16;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT;
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gameOverCtx->state++;
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} else {
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Audio_PlaySfxGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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Play_SaveSceneFlags(play);
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gSaveContext.save.info.playerData.savedSceneId = play->sceneId;
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Sram_WriteSave(&play->sramCtx);
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pauseCtx->state = PAUSE_STATE_15;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_SAVED;
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#if PLATFORM_N64
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sDelayTimer = 90;
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#else
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}
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break;
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case PAUSE_STATE_15:
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case PAUSE_STATE_GAME_OVER_SAVED:
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sDelayTimer--;
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if (sDelayTimer == 0) {
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pauseCtx->state = PAUSE_STATE_16;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT;
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gameOverCtx->state++;
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} else if ((sDelayTimer <= 80) &&
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(CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->press.button, BTN_START))) {
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pauseCtx->state = PAUSE_STATE_16;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT;
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gameOverCtx->state++;
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func_800F64E0(0);
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}
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break;
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case PAUSE_STATE_16:
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case PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT:
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if (CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->press.button, BTN_START)) {
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if (pauseCtx->promptChoice == 0) {
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Audio_PlaySfxGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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pauseCtx->state = PAUSE_STATE_17;
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pauseCtx->state = PAUSE_STATE_GAME_OVER_FINISH;
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}
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break;
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case PAUSE_STATE_17:
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case PAUSE_STATE_GAME_OVER_FINISH:
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if (interfaceCtx->unk_244 != 255) {
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interfaceCtx->unk_244 += 10;
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if (interfaceCtx->unk_244 >= 255) {
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