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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
This commit is contained in:
engineer124 2022-05-24 02:52:01 +10:00 committed by GitHub
parent 2e6279bc8e
commit e68f321777
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 327 additions and 249 deletions

View file

@ -1950,7 +1950,7 @@ void func_80030488(PlayState* play) {
void Actor_DisableLens(PlayState* play) {
if (play->actorCtx.lensActive) {
play->actorCtx.lensActive = false;
func_800876C8(play);
Magic_Reset(play);
}
}

View file

@ -18,7 +18,7 @@ void func_801109B0(PlayState* play) {
interfaceCtx->unk_1FA = interfaceCtx->unk_261 = interfaceCtx->unk_1FC = 0;
interfaceCtx->unk_1EC = interfaceCtx->unk_1EE = interfaceCtx->unk_1F0 = 0;
interfaceCtx->unk_22E = 0;
interfaceCtx->unk_230 = 16;
interfaceCtx->lensMagicConsumptionTimer = 16;
interfaceCtx->unk_1F4 = 0.0f;
interfaceCtx->unk_228 = XREG(95);
interfaceCtx->minimapAlpha = 0;
@ -382,9 +382,9 @@ void func_80111070(void) {
XREG(45) = 36;
XREG(46) = 16;
XREG(47) = 8;
R_MAGIC_BAR_SMALL_Y = 34;
R_MAGIC_BAR_X = 18;
R_MAGIC_BAR_LARGE_Y = 42;
R_MAGIC_METER_Y_HIGHER = 34;
R_MAGIC_METER_X = 18;
R_MAGIC_METER_Y_LOWER = 42;
R_MAGIC_FILL_X = 26;
XREG(52) = 0;
XREG(53) = 1;

View file

@ -54,7 +54,7 @@ u32 ElfMessage_CheckCondition(ElfMessage* msg) {
return ((msg->byte0 & 1) == 1) ==
(CHECK_QUEST_ITEM(msg->byte3 - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST) != 0);
case (ELF_MSG_CONDITION_MAGIC << 4):
return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.magicAcquired) != 0);
return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.isMagicAcquired) != 0);
}
}

View file

@ -15,7 +15,8 @@ void KaleidoSetup_Update(PlayState* play) {
if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
play->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
gSaveContext.magicState != MAGIC_STATE_FILL &&
(play->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(play, 0x38))) {
if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {

View file

@ -1696,11 +1696,14 @@ u8 Item_Give(PlayState* play, u8 item) {
Health_ChangeBy(play, 0x10);
return item;
} else if (item == ITEM_MAGIC_SMALL) {
if (gSaveContext.unk_13F0 != 10) {
if (gSaveContext.magicState != MAGIC_STATE_ADD) {
// This function is only used to store the magicState.
// Setting the state to FILL gets immediately overwritten in Magic_RequestChange.
// I.e. magic is added not filled
Magic_Fill(play);
}
func_80087708(play, 12, 5);
Magic_RequestChange(play, 12, MAGIC_ADD);
if (!GET_INFTABLE(INFTABLE_198)) {
SET_INFTABLE(INFTABLE_198);
@ -1709,11 +1712,14 @@ u8 Item_Give(PlayState* play, u8 item) {
return item;
} else if (item == ITEM_MAGIC_LARGE) {
if (gSaveContext.unk_13F0 != 10) {
if (gSaveContext.magicState != MAGIC_STATE_ADD) {
// This function is only used to store the magicState.
// Setting the state to FILL gets immediately overwritten in Magic_RequestChange.
// I.e. magic is added not filled.
Magic_Fill(play);
}
func_80087708(play, 24, 5);
Magic_RequestChange(play, 24, MAGIC_ADD);
if (!GET_INFTABLE(INFTABLE_198)) {
SET_INFTABLE(INFTABLE_198);
@ -2149,25 +2155,27 @@ void Interface_LoadActionLabelB(PlayState* play, u16 action) {
interfaceCtx->unk_1FA = true;
}
s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
/**
* @return false if player is out of health
*/
s32 Health_ChangeBy(PlayState* play, s16 amount) {
u16 heartCount;
u16 healthLevel;
// " Fluctuation=%d (now=%d, max=%d) "
osSyncPrintf(" 増減=%d (now=%d, max=%d) ", healthChange, gSaveContext.health,
osSyncPrintf(" 増減=%d (now=%d, max=%d) ", amount, gSaveContext.health,
gSaveContext.healthCapacity);
// clang-format off
if (healthChange > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
} else if (gSaveContext.doubleDefense && (healthChange < 0)) {
healthChange >>= 1;
osSyncPrintf("ハート減少半分!!=%d\n", healthChange); // "Heart decrease halved!!%d"
if (amount > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (gSaveContext.doubleDefense && (amount < 0)) {
amount >>= 1;
osSyncPrintf("ハート減少半分!!=%d\n", amount); // "Heart decrease halved!!%d"
}
// clang-format on
gSaveContext.health += healthChange;
gSaveContext.health += amount;
if (gSaveContext.health > gSaveContext.healthCapacity) {
gSaveContext.health = gSaveContext.healthCapacity;
@ -2265,115 +2273,133 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange) {
}
void Magic_Fill(PlayState* play) {
if (gSaveContext.magicAcquired) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
gSaveContext.unk_13F6 = (gSaveContext.doubleMagic * 0x30) + 0x30;
gSaveContext.unk_13F0 = 9;
if (gSaveContext.isMagicAcquired) {
gSaveContext.prevMagicState = gSaveContext.magicState;
gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER;
gSaveContext.magicState = MAGIC_STATE_FILL;
}
}
void func_800876C8(PlayState* play) {
if ((gSaveContext.unk_13F0 != 8) && (gSaveContext.unk_13F0 != 9)) {
if (gSaveContext.unk_13F0 == 10) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
void Magic_Reset(PlayState* play) {
if ((gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) && (gSaveContext.magicState != MAGIC_STATE_FILL)) {
if (gSaveContext.magicState == MAGIC_STATE_ADD) {
gSaveContext.prevMagicState = gSaveContext.magicState;
}
gSaveContext.unk_13F0 = 5;
gSaveContext.magicState = MAGIC_STATE_RESET;
}
}
s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) {
if (!gSaveContext.magicAcquired) {
return 0;
/**
* Request to either increase or consume magic.
* @param amount the positive-valued amount to either increase or decrease magic by
* @param type how the magic is increased or consumed.
* @return false if the request failed
*/
s32 Magic_RequestChange(PlayState* play, s16 amount, s16 type) {
if (!gSaveContext.isMagicAcquired) {
return false;
}
if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) {
if (gSaveContext.unk_13F4 != 0) {
if ((type != MAGIC_ADD) && (gSaveContext.magic - amount) < 0) {
if (gSaveContext.magicCapacity != 0) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
return 0;
return false;
}
switch (arg2) {
case 0:
case 2:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
switch (type) {
case MAGIC_CONSUME_NOW:
case MAGIC_CONSUME_NOW_ALT:
// Consume magic immediately
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 = 1;
return 1;
gSaveContext.magicTarget = gSaveContext.magic - amount;
gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
return true;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
return 0;
return false;
}
case 1:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
case MAGIC_CONSUME_WAIT_NO_PREVIEW:
// Sets consume target but waits to consume.
// No yellow magic to preview target consumption.
// Unused
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 = 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) {

View file

@ -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;

View file

@ -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) {

View file

@ -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