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Document Magic (#1199)
* Magic docs WIP * More docs, first round finished * Better docs * More renaming * Simpler name * Another small adjustment * rm if(1) * Better names again after in-game testing * Change comments * change comment * Big rename based on all the suggestions * Small touch-up * More PR Suggestions * RESTORE_IDLE -> RESET * More docs * Capitalization * PR suggestions * Make declaration consistent * Health_ChangeBy (amount) * PR Suggestions * Missed one * More PR Suggestions * Change comment * Add another clarity comment * Discord discussions on `magicFillTarget` * Comments * grammar * More comment clarity * Another bad comment * PR suggestions, improved comments * One more comment * one more thing * bar -> meter
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35 changed files with 327 additions and 249 deletions
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@ -53,8 +53,8 @@
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<Texture Name="gAmmoDigit8Tex" OutName="ammo_digit_8" Format="ia8" Width="8" Height="8" Offset="0x37C0"/>
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<Texture Name="gAmmoDigit9Tex" OutName="ammo_digit_9" Format="ia8" Width="8" Height="8" Offset="0x3800"/>
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<Texture Name="gUnusedAmmoDigitHalfTex" OutName="unused_ammo_digit_half" Format="ia8" Width="16" Height="8" Offset="0x3840"/>
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<Texture Name="gMagicBarEndTex" OutName="magic_bar_end" Format="ia8" Width="8" Height="16" Offset="0x38C0"/>
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<Texture Name="gMagicBarMidTex" OutName="magic_bar_mid" Format="ia8" Width="24" Height="16" Offset="0x3940"/>
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<Texture Name="gMagicBarFillTex" OutName="magic_bar_fill" Format="ia8" Width="8" Height="8" Offset="0x3AC0"/>
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<Texture Name="gMagicMeterEndTex" OutName="magic_meter_end" Format="ia8" Width="8" Height="16" Offset="0x38C0"/>
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<Texture Name="gMagicMeterMidTex" OutName="magic_meter_mid" Format="ia8" Width="24" Height="16" Offset="0x3940"/>
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<Texture Name="gMagicMeterFillTex" OutName="magic_meter_fill" Format="ia8" Width="8" Height="8" Offset="0x3AC0"/>
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</File>
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</Root>
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@ -1026,12 +1026,12 @@ s32 Inventory_ConsumeFairy(PlayState* play);
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void Interface_SetDoAction(PlayState* play, u16 action);
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void Interface_SetNaviCall(PlayState* play, u16 naviCallState);
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void Interface_LoadActionLabelB(PlayState* play, u16 action);
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s32 Health_ChangeBy(PlayState* play, s16 healthChange);
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s32 Health_ChangeBy(PlayState* play, s16 amount);
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void Rupees_ChangeBy(s16 rupeeChange);
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void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Magic_Fill(PlayState* play);
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void func_800876C8(PlayState* play);
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s32 func_80087708(PlayState* play, s16 arg1, s16 arg2);
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void Magic_Reset(PlayState* play);
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s32 Magic_RequestChange(PlayState* play, s16 amount, s16 type);
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void func_80088AA0(s16 arg0);
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void func_80088AF0(PlayState* play);
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void func_80088B34(s16 arg0);
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@ -95,9 +95,9 @@
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#define R_A_ICON_Y XREG(19)
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#define R_A_ICON_X XREG(20)
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#define R_A_BTN_COLOR(i) XREG(22 + i)
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#define R_MAGIC_BAR_SMALL_Y XREG(48)
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#define R_MAGIC_BAR_X XREG(49)
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#define R_MAGIC_BAR_LARGE_Y XREG(50)
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#define R_MAGIC_METER_Y_HIGHER XREG(48)
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#define R_MAGIC_METER_X XREG(49)
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#define R_MAGIC_METER_Y_LOWER XREG(50)
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#define R_MAGIC_FILL_X XREG(51)
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#define R_ENV_LIGHT1_DIR(i) cREG(3 + i)
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#define R_ENV_LIGHT2_DIR(i) cREG(6 + i)
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@ -610,7 +610,7 @@ typedef struct {
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/* 0x022A */ s16 beatingHeartOscillator;
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/* 0x022C */ s16 beatingHeartOscillatorDirection;
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/* 0x022E */ s16 unk_22E;
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/* 0x0230 */ s16 unk_230;
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/* 0x0230 */ s16 lensMagicConsumptionTimer; // When lens is active, 1 unit of magic is consumed every time the timer reaches 0
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/* 0x0232 */ s16 counterDigits[4]; // used for key and rupee counters
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/* 0x023A */ u8 numHorseBoosts;
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/* 0x023C */ u16 unk_23C;
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@ -4,6 +4,32 @@
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#include "ultra64.h"
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#include "z64math.h"
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typedef enum {
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/* 0x0 */ MAGIC_STATE_IDLE, // Regular gameplay
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/* 0x1 */ MAGIC_STATE_CONSUME_SETUP, // Sets the speed at which magic border flashes
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/* 0x2 */ MAGIC_STATE_CONSUME, // Consume magic until target is reached or no more magic is available
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/* 0x3 */ MAGIC_STATE_METER_FLASH_1, // Flashes border and freezes Dark Link
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/* 0x4 */ MAGIC_STATE_METER_FLASH_2, // Flashes border and draws yellow magic to preview target consumption
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/* 0x5 */ MAGIC_STATE_RESET, // Reset colors and return to idle
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/* 0x6 */ MAGIC_STATE_METER_FLASH_3, // Flashes border with no additional behaviour
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/* 0x7 */ MAGIC_STATE_CONSUME_LENS, // Magic slowly consumed by lens.
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/* 0x8 */ MAGIC_STATE_STEP_CAPACITY, // Step `magicCapacity` to full capacity
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/* 0x9 */ MAGIC_STATE_FILL, // Add magic until magicFillTarget is reached.
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/* 0xA */ MAGIC_STATE_ADD // Add requested magic
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} MagicState;
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typedef enum {
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/* 0 */ MAGIC_CONSUME_NOW, // Consume Magic immediately without preview
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/* 1 */ MAGIC_CONSUME_WAIT_NO_PREVIEW, // Sets consume target but waits to consume. No yellow magic preview to target consumption. Unused
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/* 2 */ MAGIC_CONSUME_NOW_ALT, // Identical behaviour to MAGIC_CONSUME_NOW. Unused
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/* 3 */ MAGIC_CONSUME_LENS, // Lens consumption
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/* 4 */ MAGIC_CONSUME_WAIT_PREVIEW, // Sets consume target but waits to consume. Draws yellow magic to target consumption
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/* 5 */ MAGIC_ADD // Sets a target to add magic
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} MagicChangeType;
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#define MAGIC_NORMAL_METER 0x30
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#define MAGIC_DOUBLE_METER (2 * MAGIC_NORMAL_METER)
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typedef struct {
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/* 0x00 */ u8 buttonItems[4];
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/* 0x04 */ u8 cButtonSlots[3];
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@ -87,14 +113,14 @@ typedef struct {
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/* 0x002C */ s16 n64ddFlag;
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/* 0x002E */ s16 healthCapacity; // "max_life"
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/* 0x0030 */ s16 health; // "now_life"
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/* 0x0032 */ s8 magicLevel;
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/* 0x0033 */ s8 magic;
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/* 0x0032 */ s8 magicLevel; // 0 for no magic/new load, 1 for magic, 2 for double magic
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/* 0x0033 */ s8 magic; // current magic available for use
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/* 0x0034 */ s16 rupees;
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/* 0x0036 */ u16 swordHealth;
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/* 0x0038 */ u16 naviTimer;
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/* 0x003A */ u8 magicAcquired;
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/* 0x003A */ u8 isMagicAcquired;
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/* 0x003B */ char unk_3B[0x01];
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/* 0x003C */ u8 doubleMagic;
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/* 0x003C */ u8 isDoubleMagicAcquired;
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/* 0x003D */ u8 doubleDefense;
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/* 0x003E */ u8 bgsFlag;
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/* 0x003F */ u8 ocarinaGameRoundNum;
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@ -156,11 +182,11 @@ typedef struct {
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/* 0x13EA */ u16 unk_13EA; // also alpha type?
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/* 0x13EC */ u16 unk_13EC; // alpha type counter?
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/* 0x13EE */ u16 unk_13EE; // previous alpha type?
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/* 0x13F0 */ s16 unk_13F0; // magic related
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/* 0x13F2 */ s16 unk_13F2; // magic related
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/* 0x13F4 */ s16 unk_13F4; // magic related
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/* 0x13F6 */ s16 unk_13F6; // magic related
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/* 0x13F8 */ s16 unk_13F8; // magic related
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/* 0x13F0 */ s16 magicState; // determines magic meter behavior on each frame
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/* 0x13F2 */ s16 prevMagicState; // used to resume the previous state after adding or filling magic
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/* 0x13F4 */ s16 magicCapacity; // maximum magic available
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/* 0x13F6 */ s16 magicFillTarget; // target used to fill magic. Target can either be full capacity (Magic_Fill, magic upgrades), or the saved magic amount (loading a file, game over)
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/* 0x13F8 */ s16 magicTarget; // target for magic to step to when adding or consuming magic
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/* 0x13FA */ u16 eventInf[4]; // "event_inf"
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/* 0x1402 */ u16 mapIndex; // intended for maps/minimaps but commonly used as the dungeon index
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/* 0x1404 */ u16 minigameState;
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@ -1950,7 +1950,7 @@ void func_80030488(PlayState* play) {
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void Actor_DisableLens(PlayState* play) {
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if (play->actorCtx.lensActive) {
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play->actorCtx.lensActive = false;
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func_800876C8(play);
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Magic_Reset(play);
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}
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}
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@ -18,7 +18,7 @@ void func_801109B0(PlayState* play) {
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interfaceCtx->unk_1FA = interfaceCtx->unk_261 = interfaceCtx->unk_1FC = 0;
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interfaceCtx->unk_1EC = interfaceCtx->unk_1EE = interfaceCtx->unk_1F0 = 0;
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interfaceCtx->unk_22E = 0;
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interfaceCtx->unk_230 = 16;
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interfaceCtx->lensMagicConsumptionTimer = 16;
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interfaceCtx->unk_1F4 = 0.0f;
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interfaceCtx->unk_228 = XREG(95);
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interfaceCtx->minimapAlpha = 0;
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@ -382,9 +382,9 @@ void func_80111070(void) {
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XREG(45) = 36;
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XREG(46) = 16;
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XREG(47) = 8;
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R_MAGIC_BAR_SMALL_Y = 34;
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R_MAGIC_BAR_X = 18;
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R_MAGIC_BAR_LARGE_Y = 42;
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R_MAGIC_METER_Y_HIGHER = 34;
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R_MAGIC_METER_X = 18;
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R_MAGIC_METER_Y_LOWER = 42;
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R_MAGIC_FILL_X = 26;
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XREG(52) = 0;
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XREG(53) = 1;
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@ -54,7 +54,7 @@ u32 ElfMessage_CheckCondition(ElfMessage* msg) {
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return ((msg->byte0 & 1) == 1) ==
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(CHECK_QUEST_ITEM(msg->byte3 - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST) != 0);
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case (ELF_MSG_CONDITION_MAGIC << 4):
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return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.magicAcquired) != 0);
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return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.isMagicAcquired) != 0);
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}
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}
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@ -15,7 +15,8 @@ void KaleidoSetup_Update(PlayState* play) {
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if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && 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.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
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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->sceneNum != 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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@ -1696,11 +1696,14 @@ u8 Item_Give(PlayState* play, u8 item) {
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Health_ChangeBy(play, 0x10);
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return item;
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} else if (item == ITEM_MAGIC_SMALL) {
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if (gSaveContext.unk_13F0 != 10) {
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if (gSaveContext.magicState != MAGIC_STATE_ADD) {
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// This function is only used to store the magicState.
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// Setting the state to FILL gets immediately overwritten in Magic_RequestChange.
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// I.e. magic is added not filled
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Magic_Fill(play);
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}
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func_80087708(play, 12, 5);
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Magic_RequestChange(play, 12, MAGIC_ADD);
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if (!GET_INFTABLE(INFTABLE_198)) {
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SET_INFTABLE(INFTABLE_198);
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@ -1709,11 +1712,14 @@ u8 Item_Give(PlayState* play, u8 item) {
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return item;
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} else if (item == ITEM_MAGIC_LARGE) {
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if (gSaveContext.unk_13F0 != 10) {
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if (gSaveContext.magicState != MAGIC_STATE_ADD) {
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// This function is only used to store the magicState.
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// Setting the state to FILL gets immediately overwritten in Magic_RequestChange.
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// I.e. magic is added not filled.
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Magic_Fill(play);
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}
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func_80087708(play, 24, 5);
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Magic_RequestChange(play, 24, MAGIC_ADD);
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if (!GET_INFTABLE(INFTABLE_198)) {
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SET_INFTABLE(INFTABLE_198);
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@ -2149,25 +2155,27 @@ void Interface_LoadActionLabelB(PlayState* play, u16 action) {
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interfaceCtx->unk_1FA = true;
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}
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s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
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/**
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* @return false if player is out of health
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*/
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s32 Health_ChangeBy(PlayState* play, s16 amount) {
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u16 heartCount;
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u16 healthLevel;
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// "***** Fluctuation=%d (now=%d, max=%d) ***"
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osSyncPrintf("***** 増減=%d (now=%d, max=%d) ***", healthChange, gSaveContext.health,
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osSyncPrintf("***** 増減=%d (now=%d, max=%d) ***", amount, gSaveContext.health,
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gSaveContext.healthCapacity);
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// clang-format off
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if (healthChange > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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} else if (gSaveContext.doubleDefense && (healthChange < 0)) {
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healthChange >>= 1;
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osSyncPrintf("ハート減少半分!!=%d\n", healthChange); // "Heart decrease halved!!=%d"
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if (amount > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (gSaveContext.doubleDefense && (amount < 0)) {
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amount >>= 1;
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osSyncPrintf("ハート減少半分!!=%d\n", amount); // "Heart decrease halved!!=%d"
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}
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// clang-format on
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gSaveContext.health += healthChange;
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gSaveContext.health += amount;
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if (gSaveContext.health > gSaveContext.healthCapacity) {
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gSaveContext.health = gSaveContext.healthCapacity;
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@ -2265,115 +2273,133 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange) {
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}
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void Magic_Fill(PlayState* play) {
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if (gSaveContext.magicAcquired) {
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gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
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gSaveContext.unk_13F6 = (gSaveContext.doubleMagic * 0x30) + 0x30;
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gSaveContext.unk_13F0 = 9;
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if (gSaveContext.isMagicAcquired) {
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gSaveContext.prevMagicState = gSaveContext.magicState;
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gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER;
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gSaveContext.magicState = MAGIC_STATE_FILL;
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}
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}
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void func_800876C8(PlayState* play) {
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if ((gSaveContext.unk_13F0 != 8) && (gSaveContext.unk_13F0 != 9)) {
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if (gSaveContext.unk_13F0 == 10) {
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gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
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void Magic_Reset(PlayState* play) {
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if ((gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) && (gSaveContext.magicState != MAGIC_STATE_FILL)) {
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if (gSaveContext.magicState == MAGIC_STATE_ADD) {
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gSaveContext.prevMagicState = gSaveContext.magicState;
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}
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gSaveContext.unk_13F0 = 5;
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gSaveContext.magicState = MAGIC_STATE_RESET;
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}
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}
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s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) {
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if (!gSaveContext.magicAcquired) {
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return 0;
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/**
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* Request to either increase or consume magic.
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* @param amount the positive-valued amount to either increase or decrease magic by
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* @param type how the magic is increased or consumed.
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* @return false if the request failed
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*/
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s32 Magic_RequestChange(PlayState* play, s16 amount, s16 type) {
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if (!gSaveContext.isMagicAcquired) {
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return false;
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}
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if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) {
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if (gSaveContext.unk_13F4 != 0) {
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if ((type != MAGIC_ADD) && (gSaveContext.magic - amount) < 0) {
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if (gSaveContext.magicCapacity != 0) {
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Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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return 0;
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return false;
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}
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switch (arg2) {
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case 0:
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case 2:
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if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
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if (gSaveContext.unk_13F0 == 7) {
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switch (type) {
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case MAGIC_CONSUME_NOW:
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case MAGIC_CONSUME_NOW_ALT:
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// Consume magic immediately
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if ((gSaveContext.magicState == MAGIC_STATE_IDLE) ||
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(gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) {
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if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) {
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play->actorCtx.lensActive = false;
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}
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gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
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gSaveContext.unk_13F0 = 1;
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return 1;
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gSaveContext.magicTarget = gSaveContext.magic - amount;
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gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
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return true;
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} else {
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Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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return 0;
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return false;
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}
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case 1:
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if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
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if (gSaveContext.unk_13F0 == 7) {
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case MAGIC_CONSUME_WAIT_NO_PREVIEW:
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// Sets consume target but waits to consume.
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// No yellow magic to preview target consumption.
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// Unused
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if ((gSaveContext.magicState == MAGIC_STATE_IDLE) ||
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(gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) {
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if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) {
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||||
play->actorCtx.lensActive = false;
|
||||
}
|
||||
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
|
||||
gSaveContext.unk_13F0 = 6;
|
||||
return 1;
|
||||
gSaveContext.magicTarget = gSaveContext.magic - amount;
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_3;
|
||||
return true;
|
||||
} else {
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
case 3:
|
||||
if (gSaveContext.unk_13F0 == 0) {
|
||||
|
||||
case MAGIC_CONSUME_LENS:
|
||||
if (gSaveContext.magicState == MAGIC_STATE_IDLE) {
|
||||
if (gSaveContext.magic != 0) {
|
||||
play->interfaceCtx.unk_230 = 80;
|
||||
gSaveContext.unk_13F0 = 7;
|
||||
return 1;
|
||||
play->interfaceCtx.lensMagicConsumptionTimer = 80;
|
||||
gSaveContext.magicState = MAGIC_STATE_CONSUME_LENS;
|
||||
return true;
|
||||
} else {
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
} else if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) {
|
||||
return true;
|
||||
} else {
|
||||
if (gSaveContext.unk_13F0 == 7) {
|
||||
return 1;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
case 4:
|
||||
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
|
||||
if (gSaveContext.unk_13F0 == 7) {
|
||||
|
||||
case MAGIC_CONSUME_WAIT_PREVIEW:
|
||||
// Sets consume target but waits to consume.
|
||||
// Preview consumption with a yellow bar
|
||||
if ((gSaveContext.magicState == MAGIC_STATE_IDLE) ||
|
||||
(gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) {
|
||||
if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) {
|
||||
play->actorCtx.lensActive = false;
|
||||
}
|
||||
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
|
||||
gSaveContext.unk_13F0 = 4;
|
||||
return 1;
|
||||
gSaveContext.magicTarget = gSaveContext.magic - amount;
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_2;
|
||||
return true;
|
||||
} else {
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
case 5:
|
||||
if (gSaveContext.unk_13F4 >= gSaveContext.magic) {
|
||||
gSaveContext.unk_13F8 = gSaveContext.magic + arg1;
|
||||
|
||||
if (gSaveContext.unk_13F8 >= gSaveContext.unk_13F4) {
|
||||
gSaveContext.unk_13F8 = gSaveContext.unk_13F4;
|
||||
case MAGIC_ADD:
|
||||
// Sets target for magic to increase to
|
||||
if (gSaveContext.magic <= gSaveContext.magicCapacity) {
|
||||
gSaveContext.magicTarget = gSaveContext.magic + amount;
|
||||
|
||||
if (gSaveContext.magicTarget >= gSaveContext.magicCapacity) {
|
||||
gSaveContext.magicTarget = gSaveContext.magicCapacity;
|
||||
}
|
||||
|
||||
gSaveContext.unk_13F0 = 10;
|
||||
return 1;
|
||||
gSaveContext.magicState = MAGIC_STATE_ADD;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
void Interface_UpdateMagicBar(PlayState* play) {
|
||||
void Magic_Update(PlayState* play) {
|
||||
static s16 sMagicBorderColors[][3] = {
|
||||
{ 255, 255, 255 },
|
||||
{ 150, 150, 150 },
|
||||
{ 255, 255, 150 },
|
||||
{ 255, 255, 50 },
|
||||
{ 255, 255, 150 }, // unused
|
||||
{ 255, 255, 50 }, // unused
|
||||
};
|
||||
static s16 sMagicBorderIndices[] = { 0, 1, 1, 0 };
|
||||
static s16 sMagicBorderRatio = 2;
|
||||
|
@ -2383,29 +2409,34 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
|||
s16 borderChangeR;
|
||||
s16 borderChangeG;
|
||||
s16 borderChangeB;
|
||||
s16 temp;
|
||||
s16 temp; // target for magicCapacity, or magicBorderIndex
|
||||
|
||||
switch (gSaveContext.unk_13F0) {
|
||||
case 8:
|
||||
temp = gSaveContext.magicLevel * 0x30;
|
||||
if (gSaveContext.unk_13F4 != temp) {
|
||||
if (gSaveContext.unk_13F4 < temp) {
|
||||
gSaveContext.unk_13F4 += 8;
|
||||
if (gSaveContext.unk_13F4 > temp) {
|
||||
gSaveContext.unk_13F4 = temp;
|
||||
switch (gSaveContext.magicState) {
|
||||
case MAGIC_STATE_STEP_CAPACITY:
|
||||
// Step magicCapacity to the capacity determined by magicLevel
|
||||
// This changes the width of the magic meter drawn
|
||||
temp = gSaveContext.magicLevel * MAGIC_NORMAL_METER;
|
||||
if (gSaveContext.magicCapacity != temp) {
|
||||
if (gSaveContext.magicCapacity < temp) {
|
||||
gSaveContext.magicCapacity += 8;
|
||||
if (gSaveContext.magicCapacity > temp) {
|
||||
gSaveContext.magicCapacity = temp;
|
||||
}
|
||||
} else {
|
||||
gSaveContext.unk_13F4 -= 8;
|
||||
if (gSaveContext.unk_13F4 <= temp) {
|
||||
gSaveContext.unk_13F4 = temp;
|
||||
gSaveContext.magicCapacity -= 8;
|
||||
if (gSaveContext.magicCapacity <= temp) {
|
||||
gSaveContext.magicCapacity = temp;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
gSaveContext.unk_13F0 = 9;
|
||||
// Once the capacity has reached its target,
|
||||
// follow up by filling magic to magicFillTarget
|
||||
gSaveContext.magicState = MAGIC_STATE_FILL;
|
||||
}
|
||||
break;
|
||||
|
||||
case 9:
|
||||
case MAGIC_STATE_FILL:
|
||||
// Add magic until magicFillTarget is reached
|
||||
gSaveContext.magic += 4;
|
||||
|
||||
if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
|
||||
|
@ -2414,32 +2445,36 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
|||
}
|
||||
|
||||
// "Storage MAGIC_NOW=%d (%d)"
|
||||
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.unk_13F6);
|
||||
if (gSaveContext.magic >= gSaveContext.unk_13F6) {
|
||||
gSaveContext.magic = gSaveContext.unk_13F6;
|
||||
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.magicFillTarget);
|
||||
|
||||
if (gSaveContext.magic >= gSaveContext.magicFillTarget) {
|
||||
gSaveContext.magic = gSaveContext.magicFillTarget;
|
||||
gSaveContext.magicState = gSaveContext.prevMagicState;
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
case MAGIC_STATE_CONSUME_SETUP:
|
||||
// Sets the speed at which magic border flashes
|
||||
sMagicBorderRatio = 2;
|
||||
gSaveContext.unk_13F0 = 2;
|
||||
gSaveContext.magicState = MAGIC_STATE_CONSUME;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
case MAGIC_STATE_CONSUME:
|
||||
// Consume magic until target is reached or no more magic is available
|
||||
gSaveContext.magic -= 2;
|
||||
if (gSaveContext.magic <= 0) {
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.unk_13F0 = 3;
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
|
||||
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
|
||||
} else if (gSaveContext.magic == gSaveContext.unk_13F8) {
|
||||
gSaveContext.unk_13F0 = 3;
|
||||
} else if (gSaveContext.magic == gSaveContext.magicTarget) {
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
|
||||
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
|
||||
}
|
||||
case 3:
|
||||
case 4:
|
||||
case 6:
|
||||
// fallthrough (flash border while magic is being consumed)
|
||||
case MAGIC_STATE_METER_FLASH_1:
|
||||
case MAGIC_STATE_METER_FLASH_2:
|
||||
case MAGIC_STATE_METER_FLASH_3:
|
||||
temp = sMagicBorderIndices[sMagicBorderStep];
|
||||
borderChangeR = ABS(sMagicBorderR - sMagicBorderColors[temp][0]) / sMagicBorderRatio;
|
||||
borderChangeG = ABS(sMagicBorderG - sMagicBorderColors[temp][1]) / sMagicBorderRatio;
|
||||
|
@ -2476,12 +2511,13 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
|||
}
|
||||
break;
|
||||
|
||||
case 5:
|
||||
case MAGIC_STATE_RESET:
|
||||
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
break;
|
||||
|
||||
case 7:
|
||||
case MAGIC_STATE_CONSUME_LENS:
|
||||
// Slowly consume magic while lens is on
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
|
||||
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
|
||||
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
|
||||
|
@ -2490,18 +2526,19 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
|||
(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
|
||||
(gSaveContext.equips.buttonItems[3] != ITEM_LENS)) ||
|
||||
!play->actorCtx.lensActive) {
|
||||
// Force lens off and set magic meter state to idle
|
||||
play->actorCtx.lensActive = false;
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_GLASSMODE_OFF, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
|
||||
break;
|
||||
}
|
||||
|
||||
interfaceCtx->unk_230--;
|
||||
if (interfaceCtx->unk_230 == 0) {
|
||||
interfaceCtx->lensMagicConsumptionTimer--;
|
||||
if (interfaceCtx->lensMagicConsumptionTimer == 0) {
|
||||
gSaveContext.magic--;
|
||||
interfaceCtx->unk_230 = 80;
|
||||
interfaceCtx->lensMagicConsumptionTimer = 80;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2541,34 +2578,35 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
|||
}
|
||||
break;
|
||||
|
||||
case 10:
|
||||
case MAGIC_STATE_ADD:
|
||||
// Add magic until target is reached
|
||||
gSaveContext.magic += 4;
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
if (gSaveContext.magic >= gSaveContext.unk_13F8) {
|
||||
gSaveContext.magic = gSaveContext.unk_13F8;
|
||||
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
if (gSaveContext.magic >= gSaveContext.magicTarget) {
|
||||
gSaveContext.magic = gSaveContext.magicTarget;
|
||||
gSaveContext.magicState = gSaveContext.prevMagicState;
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Interface_DrawMagicBar(PlayState* play) {
|
||||
void Magic_DrawMeter(PlayState* play) {
|
||||
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
||||
s16 magicBarY;
|
||||
s16 magicMeterY;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_parameter.c", 2650);
|
||||
|
||||
if (gSaveContext.magicLevel != 0) {
|
||||
if (gSaveContext.healthCapacity > 0xA0) {
|
||||
magicBarY = R_MAGIC_BAR_LARGE_Y;
|
||||
magicMeterY = R_MAGIC_METER_Y_LOWER; // two rows of hearts
|
||||
} else {
|
||||
magicBarY = R_MAGIC_BAR_SMALL_Y;
|
||||
magicMeterY = R_MAGIC_METER_Y_HIGHER; // one row of hearts
|
||||
}
|
||||
|
||||
func_80094520(play->state.gfxCtx);
|
||||
|
@ -2576,55 +2614,55 @@ void Interface_DrawMagicBar(PlayState* play) {
|
|||
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMagicBorderR, sMagicBorderG, sMagicBorderB, interfaceCtx->magicAlpha);
|
||||
gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
|
||||
|
||||
OVERLAY_DISP =
|
||||
Gfx_TextureIA8(OVERLAY_DISP, gMagicBarEndTex, 8, 16, R_MAGIC_BAR_X, magicBarY, 8, 16, 1 << 10, 1 << 10);
|
||||
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterEndTex, 8, 16, R_MAGIC_METER_X, magicMeterY, 8, 16,
|
||||
1 << 10, 1 << 10);
|
||||
|
||||
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicBarMidTex, 24, 16, R_MAGIC_BAR_X + 8, magicBarY,
|
||||
gSaveContext.unk_13F4, 16, 1 << 10, 1 << 10);
|
||||
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterMidTex, 24, 16, R_MAGIC_METER_X + 8, magicMeterY,
|
||||
gSaveContext.magicCapacity, 16, 1 << 10, 1 << 10);
|
||||
|
||||
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicBarEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
|
||||
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
|
||||
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(OVERLAY_DISP++, ((R_MAGIC_BAR_X + gSaveContext.unk_13F4) + 8) << 2, magicBarY << 2,
|
||||
((R_MAGIC_BAR_X + gSaveContext.unk_13F4) + 16) << 2, (magicBarY + 16) << 2, G_TX_RENDERTILE,
|
||||
256, 0, 1 << 10, 1 << 10);
|
||||
gSPTextureRectangle(OVERLAY_DISP++, ((R_MAGIC_METER_X + gSaveContext.magicCapacity) + 8) << 2, magicMeterY << 2,
|
||||
((R_MAGIC_METER_X + gSaveContext.magicCapacity) + 16) << 2, (magicMeterY + 16) << 2,
|
||||
G_TX_RENDERTILE, 256, 0, 1 << 10, 1 << 10);
|
||||
|
||||
gDPPipeSync(OVERLAY_DISP++);
|
||||
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE, PRIMITIVE,
|
||||
ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
|
||||
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
|
||||
|
||||
if (gSaveContext.unk_13F0 == 4) {
|
||||
// Yellow part of the bar indicating the amount of magic to be subtracted
|
||||
if (gSaveContext.magicState == MAGIC_STATE_METER_FLASH_2) {
|
||||
// Yellow part of the meter indicating the amount of magic to be subtracted
|
||||
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 250, 250, 0, interfaceCtx->magicAlpha);
|
||||
|
||||
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicBarFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
||||
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
||||
G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicBarY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicMeterY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.magic) << 2, (magicMeterY + 10) << 2, G_TX_RENDERTILE, 0,
|
||||
0, 1 << 10, 1 << 10);
|
||||
|
||||
// Fill the rest of the bar with the normal magic color
|
||||
// Fill the rest of the meter with the normal magic color
|
||||
gDPPipeSync(OVERLAY_DISP++);
|
||||
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MAGIC_FILL_COLOR(0), R_MAGIC_FILL_COLOR(1), R_MAGIC_FILL_COLOR(2),
|
||||
interfaceCtx->magicAlpha);
|
||||
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicBarY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.unk_13F8) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE,
|
||||
0, 0, 1 << 10, 1 << 10);
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicMeterY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.magicTarget) << 2, (magicMeterY + 10) << 2,
|
||||
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
} else {
|
||||
// Fill the whole bar with the normal magic color
|
||||
// Fill the whole meter with the normal magic color
|
||||
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MAGIC_FILL_COLOR(0), R_MAGIC_FILL_COLOR(1), R_MAGIC_FILL_COLOR(2),
|
||||
interfaceCtx->magicAlpha);
|
||||
|
||||
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicBarFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
||||
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
||||
G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicBarY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
|
||||
gSPTextureRectangle(OVERLAY_DISP++, R_MAGIC_FILL_X << 2, (magicMeterY + 3) << 2,
|
||||
(R_MAGIC_FILL_X + gSaveContext.magic) << 2, (magicMeterY + 10) << 2, G_TX_RENDERTILE, 0,
|
||||
0, 1 << 10, 1 << 10);
|
||||
}
|
||||
}
|
||||
|
@ -3161,7 +3199,7 @@ void Interface_Draw(PlayState* play) {
|
|||
16, svar3, 206, 8, 16, 1 << 10, 1 << 10);
|
||||
}
|
||||
|
||||
Interface_DrawMagicBar(play);
|
||||
Magic_DrawMeter(play);
|
||||
Minimap_Draw(play);
|
||||
|
||||
if ((R_PAUSE_MENU_MODE != 2) && (R_PAUSE_MENU_MODE != 3)) {
|
||||
|
@ -4076,22 +4114,24 @@ void Interface_Update(PlayState* play) {
|
|||
|
||||
WREG(7) = interfaceCtx->unk_1F4;
|
||||
|
||||
// Update Magic
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
|
||||
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
|
||||
(play->transitionMode == TRANS_MODE_OFF) && ((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
|
||||
if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
|
||||
gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
|
||||
gSaveContext.unk_13F0 = 8;
|
||||
|
||||
if (gSaveContext.isMagicAcquired && (gSaveContext.magicLevel == 0)) {
|
||||
gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
|
||||
gSaveContext.magicState = MAGIC_STATE_STEP_CAPACITY;
|
||||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||||
osSyncPrintf("魔法スター─────ト!!!!!!!!!\n"); // "Magic Start!!!!!!!!!"
|
||||
osSyncPrintf("MAGIC_MAX=%d\n", gSaveContext.magicLevel);
|
||||
osSyncPrintf("MAGIC_NOW=%d\n", gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
|
||||
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.unk_13F4);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
|
||||
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.magicCapacity);
|
||||
osSyncPrintf(VT_RST);
|
||||
}
|
||||
|
||||
Interface_UpdateMagicBar(play);
|
||||
Magic_Update(play);
|
||||
}
|
||||
|
||||
if (gSaveContext.timer1State == 0) {
|
||||
|
|
|
@ -271,7 +271,7 @@ void Play_Init(GameState* thisx) {
|
|||
|
||||
if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) {
|
||||
gSaveContext.nayrusLoveTimer = 0;
|
||||
func_800876C8(this);
|
||||
Magic_Reset(this);
|
||||
gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
|
||||
} else if (!LINK_IS_ADULT && IS_DAY) {
|
||||
gSaveContext.sceneSetupIndex = 0;
|
||||
|
|
|
@ -483,7 +483,8 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
|
|||
return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != 0) ||
|
||||
(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
|
||||
(this->stateFlags3 & PLAYER_STATE3_7) ||
|
||||
((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
|
||||
((gSaveContext.magicState != MAGIC_STATE_IDLE) &&
|
||||
(Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
|
||||
}
|
||||
|
||||
s32 Player_InCsMode(PlayState* play) {
|
||||
|
|
|
@ -17,9 +17,9 @@ typedef struct {
|
|||
/* 0x18 */ s16 rupees;
|
||||
/* 0x1A */ u16 swordHealth;
|
||||
/* 0x1C */ u16 naviTimer;
|
||||
/* 0x1E */ u8 magicAcquired;
|
||||
/* 0x1E */ u8 isMagicAcquired;
|
||||
/* 0x1F */ u8 unk_1F;
|
||||
/* 0x20 */ u8 doubleMagic;
|
||||
/* 0x20 */ u8 isDoubleMagicAcquired;
|
||||
/* 0x21 */ u8 doubleDefense;
|
||||
/* 0x22 */ u8 bgsFlag;
|
||||
/* 0x23 */ u8 ocarinaGameRoundNum;
|
||||
|
@ -104,13 +104,13 @@ static SavePlayerData sNewSavePlayerData = {
|
|||
0x30, // healthCapacity
|
||||
0x30, // defense
|
||||
0, // magicLevel
|
||||
0x30, // magic
|
||||
MAGIC_NORMAL_METER, // magic
|
||||
0, // rupees
|
||||
0, // swordHealth
|
||||
0, // naviTimer
|
||||
0, // magicAcquired
|
||||
false, // isMagicAcquired
|
||||
0, // unk_1F
|
||||
0, // doubleMagic
|
||||
false, // isDoubleMagicAcquired
|
||||
0, // doubleDefense
|
||||
0, // bgsFlag
|
||||
0, // ocarinaGameRoundNum
|
||||
|
@ -189,13 +189,13 @@ static SavePlayerData sDebugSavePlayerData = {
|
|||
0xE0, // healthCapacity
|
||||
0xE0, // health
|
||||
0, // magicLevel
|
||||
0x30, // magic
|
||||
MAGIC_NORMAL_METER, // magic
|
||||
150, // rupees
|
||||
8, // swordHealth
|
||||
0, // naviTimer
|
||||
1, // magicAcquired
|
||||
true, // isMagicAcquired
|
||||
0, // unk_1F
|
||||
0, // doubleMagic
|
||||
false, // isDoubleMagicAcquired
|
||||
0, // doubleDefense
|
||||
0, // bgsFlag
|
||||
0, // ocarinaGameRoundNum
|
||||
|
|
|
@ -54,7 +54,7 @@ void ArrowFire_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void ArrowFire_Destroy(Actor* thisx, PlayState* play) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
LOG_STRING("消滅", "../z_arrow_fire.c", 421); // "Disappearance"
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ void ArrowIce_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void ArrowIce_Destroy(Actor* thisx, PlayState* play) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
LOG_STRING("消滅", "../z_arrow_ice.c", 415); // "Disappearance"
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ void ArrowLight_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void ArrowLight_Destroy(Actor* thisx, PlayState* play) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
LOG_STRING("消滅", "../z_arrow_light.c", 403); // "Disappearance"
|
||||
}
|
||||
|
||||
|
|
|
@ -181,12 +181,12 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
|
|||
if (Flags_GetSwitch(play, 0x38)) {
|
||||
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
|
||||
if (play->sceneNum == SCENE_DAIYOUSEI_IZUMI) {
|
||||
if (!gSaveContext.magicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
|
||||
if (!gSaveContext.isMagicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (!gSaveContext.magicAcquired) {
|
||||
if (!gSaveContext.isMagicAcquired) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -225,7 +225,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
|
|||
} else {
|
||||
switch (this->fountainType) {
|
||||
case FAIRY_UPGRADE_MAGIC:
|
||||
if (!gSaveContext.magicAcquired || BREG(2)) {
|
||||
if (!gSaveContext.isMagicAcquired || BREG(2)) {
|
||||
// "Spin Attack speed UP"
|
||||
osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n" VT_RST);
|
||||
this->givingSpell = true;
|
||||
|
@ -233,7 +233,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
|
|||
}
|
||||
break;
|
||||
case FAIRY_UPGRADE_DOUBLE_MAGIC:
|
||||
if (!gSaveContext.doubleMagic) {
|
||||
if (!gSaveContext.isDoubleMagicAcquired) {
|
||||
// "Magic Meter doubled"
|
||||
osSyncPrintf(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n" VT_RST);
|
||||
this->givingSpell = true;
|
||||
|
@ -466,7 +466,7 @@ void BgDyYoseizo_HealPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
|
|||
this->refillTimer = 200;
|
||||
}
|
||||
|
||||
if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.unk_13F4)) ||
|
||||
if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.magicCapacity)) ||
|
||||
(this->refillTimer == 1)) {
|
||||
this->healingTimer--;
|
||||
if (this->healingTimer == 90) {
|
||||
|
@ -709,16 +709,18 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
|
|||
|
||||
switch (actionIndex) {
|
||||
case FAIRY_UPGRADE_MAGIC:
|
||||
gSaveContext.magicAcquired = true;
|
||||
gSaveContext.unk_13F6 = 0x30;
|
||||
gSaveContext.isMagicAcquired = true;
|
||||
gSaveContext.magicFillTarget = MAGIC_NORMAL_METER;
|
||||
// magicLevel is already 0, setting isMagicAcquired to true triggers magicCapacity to grow
|
||||
Interface_ChangeAlpha(9);
|
||||
break;
|
||||
case FAIRY_UPGRADE_DOUBLE_MAGIC:
|
||||
if (!gSaveContext.magicAcquired) {
|
||||
gSaveContext.magicAcquired = true;
|
||||
if (!gSaveContext.isMagicAcquired) {
|
||||
gSaveContext.isMagicAcquired = true;
|
||||
}
|
||||
gSaveContext.doubleMagic = true;
|
||||
gSaveContext.unk_13F6 = 0x60;
|
||||
gSaveContext.isDoubleMagicAcquired = true;
|
||||
gSaveContext.magicFillTarget = MAGIC_DOUBLE_METER;
|
||||
// Setting magicLevel to 0 triggers magicCapacity to grow
|
||||
gSaveContext.magicLevel = 0;
|
||||
Interface_ChangeAlpha(9);
|
||||
break;
|
||||
|
@ -750,8 +752,8 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
|
|||
itemPos.y, itemPos.z, 0, 0, 0, sExItemTypes[actionIndex]);
|
||||
|
||||
if (this->item != NULL) {
|
||||
if (gSaveContext.magicAcquired == 0) {
|
||||
gSaveContext.magicAcquired = 1;
|
||||
if (!gSaveContext.isMagicAcquired) {
|
||||
gSaveContext.isMagicAcquired = true;
|
||||
} else {
|
||||
Magic_Fill(play);
|
||||
}
|
||||
|
|
|
@ -1189,7 +1189,7 @@ void BossGanon_SetupTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
this->csTimer = 0;
|
||||
this->csState = 100;
|
||||
this->unk_198 = 1;
|
||||
gSaveContext.magic = gSaveContext.unk_13F4;
|
||||
gSaveContext.magic = gSaveContext.magicCapacity;
|
||||
gSaveContext.health = gSaveContext.healthCapacity;
|
||||
} else {
|
||||
this->actionFunc = BossGanon_SetupTowerCutscene;
|
||||
|
|
|
@ -84,8 +84,9 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
|
|||
this->unk_1CA = 0;
|
||||
|
||||
if (player->stateFlags2 & PLAYER_STATE2_17) {
|
||||
if (!gSaveContext.magicAcquired || gSaveContext.unk_13F0 ||
|
||||
(((this->actor.params & 0xFF00) >> 8) && !(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 0)))) {
|
||||
if (!gSaveContext.isMagicAcquired || (gSaveContext.magicState != MAGIC_STATE_IDLE) ||
|
||||
(((this->actor.params & 0xFF00) >> 8) &&
|
||||
!(Magic_RequestChange(play, (this->actor.params & 0xFF00) >> 8, MAGIC_CONSUME_NOW)))) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4,
|
||||
|
@ -114,7 +115,7 @@ void EnMThunder_Destroy(Actor* thisx, PlayState* play) {
|
|||
EnMThunder* this = (EnMThunder*)thisx;
|
||||
|
||||
if (this->unk_1CA != 0) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
}
|
||||
|
||||
Collider_DestroyCylinder(play, &this->collider);
|
||||
|
@ -156,8 +157,9 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
|||
|
||||
if (this->unk_1CA == 0) {
|
||||
if (player->unk_858 >= 0.1f) {
|
||||
if ((gSaveContext.unk_13F0) || (((this->actor.params & 0xFF00) >> 8) &&
|
||||
!(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 4)))) {
|
||||
if ((gSaveContext.magicState != MAGIC_STATE_IDLE) ||
|
||||
(((this->actor.params & 0xFF00) >> 8) &&
|
||||
!(Magic_RequestChange(play, (this->actor.params & 0xFF00) >> 8, MAGIC_CONSUME_WAIT_PREVIEW)))) {
|
||||
func_80A9F350(this, play);
|
||||
func_80A9EFE0(this, func_80A9F350);
|
||||
this->unk_1C8 = 0;
|
||||
|
@ -191,7 +193,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
|||
} else {
|
||||
player->stateFlags2 &= ~PLAYER_STATE2_17;
|
||||
if ((this->actor.params & 0xFF00) >> 8) {
|
||||
gSaveContext.unk_13F0 = 1;
|
||||
gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
|
||||
}
|
||||
if (player->unk_858 < 0.85f) {
|
||||
this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
|
||||
|
|
|
@ -616,7 +616,7 @@ void func_80ACB274(EnOwl* this, PlayState* play) {
|
|||
void EnOwl_WaitDeathMountainShortcut(EnOwl* this, PlayState* play) {
|
||||
EnOwl_LookAtLink(this, play);
|
||||
|
||||
if (!gSaveContext.magicAcquired) {
|
||||
if (!gSaveContext.isMagicAcquired) {
|
||||
if (func_80ACA558(this, play, 0x3062)) {
|
||||
Audio_PlayFanfare(NA_BGM_OWL);
|
||||
this->actionFunc = func_80ACB274;
|
||||
|
|
|
@ -531,7 +531,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
// Causes Dark Link to shield in place when Link is using magic attacks other than the spin attack
|
||||
|
||||
if ((gSaveContext.unk_13F0 == 3) &&
|
||||
if ((gSaveContext.magicState == MAGIC_STATE_METER_FLASH_1) &&
|
||||
(player->meleeWeaponState == 0 || !((player->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H) &&
|
||||
(player->meleeWeaponAnimation <= PLAYER_MWA_BIG_SPIN_2H)))) {
|
||||
sStickTilt = 0.0f;
|
||||
|
|
|
@ -1810,7 +1810,7 @@ void func_80B5772C(EnZl3* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80B57754(EnZl3* this, PlayState* play) {
|
||||
if (gSaveContext.unk_13F0 == 0) {
|
||||
if (gSaveContext.magicState == MAGIC_STATE_IDLE) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_OCEFF_WIPE4, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, 1);
|
||||
func_80B56DA4(this);
|
||||
|
|
|
@ -64,7 +64,7 @@ void MagicDark_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
void MagicDark_Destroy(Actor* thisx, PlayState* play) {
|
||||
if (gSaveContext.nayrusLoveTimer == 0) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ void MagicFire_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void MagicFire_Destroy(Actor* thisx, PlayState* play) {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
}
|
||||
|
||||
void MagicFire_UpdateBeforeCast(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -69,7 +69,7 @@ void MagicWind_Init(Actor* thisx, PlayState* play) {
|
|||
void MagicWind_Destroy(Actor* thisx, PlayState* play) {
|
||||
MagicWind* this = (MagicWind*)thisx;
|
||||
SkelCurve_Destroy(play, &this->skelCurve);
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
// "wipe out"
|
||||
LOG_STRING("消滅", "../z_magic_wind.c", 505);
|
||||
}
|
||||
|
|
|
@ -69,7 +69,7 @@ void OceffSpot_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode1);
|
||||
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode2);
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
if ((gSaveContext.nayrusLoveTimer != 0) && (play->actorCtx.actorLists[ACTORCAT_PLAYER].length != 0)) {
|
||||
player->stateFlags3 |= PLAYER_STATE3_6;
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ void OceffStorm_Destroy(Actor* thisx, PlayState* play) {
|
|||
OceffStorm* this = (OceffStorm*)thisx;
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= PLAYER_STATE3_6;
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ void OceffWipe_Destroy(Actor* thisx, PlayState* play) {
|
|||
OceffWipe* this = (OceffWipe*)thisx;
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= PLAYER_STATE3_6;
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ void OceffWipe2_Destroy(Actor* thisx, PlayState* play) {
|
|||
OceffWipe2* this = (OceffWipe2*)thisx;
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= PLAYER_STATE3_6;
|
||||
}
|
||||
|
|
|
@ -42,7 +42,7 @@ void OceffWipe3_Destroy(Actor* thisx, PlayState* play) {
|
|||
OceffWipe3* this = (OceffWipe3*)thisx;
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= PLAYER_STATE3_6;
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ void OceffWipe4_Init(Actor* thisx, PlayState* play) {
|
|||
void OceffWipe4_Destroy(Actor* thisx, PlayState* play) {
|
||||
OceffWipe4* this = (OceffWipe4*)thisx;
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
}
|
||||
|
||||
void OceffWipe4_Update(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -2174,7 +2174,7 @@ s32 func_8083442C(Player* this, PlayState* play) {
|
|||
s32 magicArrowType;
|
||||
|
||||
if ((this->heldItemActionParam >= PLAYER_AP_BOW_FIRE) && (this->heldItemActionParam <= PLAYER_AP_BOW_0E) &&
|
||||
(gSaveContext.unk_13F0 != 0)) {
|
||||
(gSaveContext.magicState != MAGIC_STATE_IDLE)) {
|
||||
func_80078884(NA_SE_SY_ERROR);
|
||||
} else {
|
||||
func_80833638(this, func_808351D4);
|
||||
|
@ -2190,7 +2190,7 @@ s32 func_8083442C(Player* this, PlayState* play) {
|
|||
|
||||
if (this->unk_860 >= 0) {
|
||||
if ((magicArrowType >= 0) && (magicArrowType <= 2) &&
|
||||
!func_80087708(play, sMagicArrowCosts[magicArrowType], 0)) {
|
||||
!Magic_RequestChange(play, sMagicArrowCosts[magicArrowType], MAGIC_CONSUME_NOW)) {
|
||||
arrowType = ARROW_NORMAL;
|
||||
}
|
||||
|
||||
|
@ -2881,7 +2881,7 @@ void func_80835F44(PlayState* play, Player* this, s32 item) {
|
|||
(play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length >= 3)))))) {
|
||||
func_80078884(NA_SE_SY_ERROR);
|
||||
} else if (actionParam == PLAYER_AP_LENS) {
|
||||
if (func_80087708(play, 0, 3)) {
|
||||
if (Magic_RequestChange(play, 0, MAGIC_CONSUME_LENS)) {
|
||||
if (play->actorCtx.lensActive) {
|
||||
Actor_DisableLens(play);
|
||||
} else {
|
||||
|
@ -2900,7 +2900,7 @@ void func_80835F44(PlayState* play, Player* this, s32 item) {
|
|||
}
|
||||
} else if ((temp = Player_ActionToMagicSpell(this, actionParam)) >= 0) {
|
||||
if (((actionParam == PLAYER_AP_FARORES_WIND) && (gSaveContext.respawn[RESPAWN_MODE_TOP].data > 0)) ||
|
||||
((gSaveContext.unk_13F4 != 0) && (gSaveContext.unk_13F0 == 0) &&
|
||||
((gSaveContext.magicCapacity != 0) && (gSaveContext.magicState == MAGIC_STATE_IDLE) &&
|
||||
(gSaveContext.magic >= sMagicSpellCosts[temp]))) {
|
||||
this->itemActionParam = actionParam;
|
||||
this->unk_6AD = 4;
|
||||
|
@ -4869,7 +4869,7 @@ void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) {
|
|||
func_80835DE4(play, this, func_808507F4, 0);
|
||||
|
||||
this->unk_84F = magicSpell - 3;
|
||||
func_80087708(play, sMagicSpellCosts[magicSpell], 4);
|
||||
Magic_RequestChange(play, sMagicSpellCosts[magicSpell], MAGIC_CONSUME_WAIT_PREVIEW);
|
||||
|
||||
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, &gPlayerAnim_002D28, 0.83f);
|
||||
|
||||
|
@ -9381,7 +9381,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
gSaveContext.unk_13F0 = 3;
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
|
||||
func_80846A00(play, this, 1);
|
||||
this->stateFlags3 &= ~PLAYER_STATE3_6;
|
||||
}
|
||||
|
@ -10169,8 +10169,9 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
|||
func_80848C74(play, this);
|
||||
}
|
||||
|
||||
if ((this->stateFlags3 & PLAYER_STATE3_6) && (gSaveContext.nayrusLoveTimer != 0) && (gSaveContext.unk_13F0 == 0)) {
|
||||
gSaveContext.unk_13F0 = 3;
|
||||
if ((this->stateFlags3 & PLAYER_STATE3_6) && (gSaveContext.nayrusLoveTimer != 0) &&
|
||||
(gSaveContext.magicState == MAGIC_STATE_IDLE)) {
|
||||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
|
||||
func_80846A00(play, this, 1);
|
||||
this->stateFlags3 &= ~PLAYER_STATE3_6;
|
||||
}
|
||||
|
@ -10758,7 +10759,7 @@ void Player_Destroy(Actor* thisx, PlayState* play) {
|
|||
Collider_DestroyQuad(play, &this->meleeWeaponQuads[1]);
|
||||
Collider_DestroyQuad(play, &this->shieldQuad);
|
||||
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
|
||||
gSaveContext.linkAge = play->linkAgeOnLoad;
|
||||
}
|
||||
|
@ -12366,7 +12367,7 @@ void func_8084EAC0(Player* this, PlayState* play) {
|
|||
func_8083C0E8(this, play);
|
||||
func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
|
||||
} else if (this->unk_850 == 1) {
|
||||
if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.unk_13F0 != 9)) {
|
||||
if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.magicState != MAGIC_STATE_FILL)) {
|
||||
func_80832B78(play, this, &gPlayerAnim_002660);
|
||||
this->unk_850 = 2;
|
||||
Player_UpdateBottleHeld(play, this, ITEM_BOTTLE, PLAYER_AP_BOTTLE);
|
||||
|
@ -13107,7 +13108,7 @@ static struct_80832924 D_80854A8C[][2] = {
|
|||
void func_808507F4(Player* this, PlayState* play) {
|
||||
if (LinkAnimation_Update(play, &this->skelAnime)) {
|
||||
if (this->unk_84F < 0) {
|
||||
if ((this->itemActionParam == PLAYER_AP_NAYRUS_LOVE) || (gSaveContext.unk_13F0 == 0)) {
|
||||
if ((this->itemActionParam == PLAYER_AP_NAYRUS_LOVE) || (gSaveContext.magicState == MAGIC_STATE_IDLE)) {
|
||||
func_80839FFC(this, play);
|
||||
func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
|
||||
}
|
||||
|
@ -13118,10 +13119,10 @@ void func_808507F4(Player* this, PlayState* play) {
|
|||
if (func_80846A00(play, this, this->unk_84F) != NULL) {
|
||||
this->stateFlags1 |= PLAYER_STATE1_28 | PLAYER_STATE1_29;
|
||||
if ((this->unk_84F != 0) || (gSaveContext.respawn[RESPAWN_MODE_TOP].data <= 0)) {
|
||||
gSaveContext.unk_13F0 = 1;
|
||||
gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
|
||||
}
|
||||
} else {
|
||||
func_800876C8(play);
|
||||
Magic_Reset(play);
|
||||
}
|
||||
} else {
|
||||
LinkAnimation_PlayLoopSetSpeed(play, &this->skelAnime, D_80854A64[this->unk_84F], 0.83f);
|
||||
|
|
|
@ -1473,8 +1473,8 @@ void FileChoose_LoadGame(GameState* thisx) {
|
|||
gSaveContext.unk_13EE = 0x32;
|
||||
gSaveContext.nayrusLoveTimer = 0;
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
|
||||
gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
|
||||
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
||||
|
@ -1488,16 +1488,16 @@ void FileChoose_LoadGame(GameState* thisx) {
|
|||
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
|
||||
|
||||
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.magicCapacity = 0;
|
||||
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic;
|
||||
|
||||
if (1) {}
|
||||
// Set the fill target to be the saved magic amount
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
// Set `magicLevel` and `magic` to 0 so `magicCapacity` then `magic` grows from nothing to respectively the full
|
||||
// capacity and `magicFillTarget`
|
||||
gSaveContext.magicLevel = gSaveContext.magic = 0;
|
||||
|
||||
osSyncPrintf(VT_FGCOL(GREEN));
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.unk_13F6), gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.magicFillTarget), gSaveContext.magic);
|
||||
osSyncPrintf(VT_RST);
|
||||
|
||||
gSaveContext.naviTimer = 0;
|
||||
|
|
|
@ -20,10 +20,12 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
|
|||
osSyncPrintf(VT_RST);
|
||||
if (gSaveContext.fileNum == 0xFF) {
|
||||
Sram_InitDebugSave();
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic;
|
||||
// Set the fill target to be the saved magic amount
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
// Set `magicLevel` and `magic` to 0 so `magicCapacity` then `magic` grows from nothing
|
||||
// to respectively the full capacity and `magicFillTarget`
|
||||
gSaveContext.magicCapacity = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic = 0;
|
||||
}
|
||||
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
||||
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
|
||||
|
|
|
@ -3403,16 +3403,19 @@ void KaleidoScope_Update(PlayState* play) {
|
|||
gSaveContext.health = 0x30;
|
||||
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||||
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.unk_13F6);
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.magicFillTarget);
|
||||
gSaveContext.magicCapacity = 0;
|
||||
// Set the fill target to be the magic amount before game over
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
// Set `magicLevel` and `magic` to 0 so `magicCapacity` then `magic` grows from nothing
|
||||
// to respectively the full capacity and `magicFillTarget`
|
||||
gSaveContext.magicLevel = gSaveContext.magic = 0;
|
||||
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
|
||||
osSyncPrintf(VT_RST);
|
||||
} else {
|
||||
play->state.running = false;
|
||||
|
|
Loading…
Reference in a new issue