#include "global.h" #if PLATFORM_N64 #include "n64dd.h" #endif /* * The following three arrays are effectively unused. * They are partly equivalent to the `sKaleidoSetupRightPage*` arrays below, * but make each page correspond to the opposite page instead of the page to the right. */ s16 sKaleidoSetupUnusedPageIndex[] = { PAUSE_QUEST, // PAUSE_ITEM PAUSE_EQUIP, // PAUSE_MAP PAUSE_ITEM, // PAUSE_QUEST PAUSE_MAP, // PAUSE_EQUIP }; f32 sKaleidoSetupUnusedEyeX[] = { PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_EQUIP }; f32 sKaleidoSetupUnusedEyeZ[] = { PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_EQUIP }; /* * The following three arrays are used when opening the pause menu to set up a page switch such that scrolling left * brings to the initial page. * For example to open the menu on page PAUSE_ITEM, the menu would open on PAUSE_MAP and scroll left to PAUSE_ITEM. */ s16 sKaleidoSetupRightPageIndex[] = { PAUSE_MAP, // PAUSE_ITEM PAUSE_QUEST, // PAUSE_MAP PAUSE_EQUIP, // PAUSE_QUEST PAUSE_ITEM, // PAUSE_EQUIP }; f32 sKaleidoSetupRightPageEyeX[] = { PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_EQUIP }; f32 sKaleidoSetupRightPageEyeZ[] = { PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_EQUIP }; void KaleidoSetup_Update(PlayState* play) { PauseContext* pauseCtx = &play->pauseCtx; Input* input = &play->state.input[0]; #if PLATFORM_N64 s32 pad; #endif if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE && play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF && gSaveContext.save.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) && play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL && (play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) { if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) { if (OOT_DEBUG && BREG(0)) { pauseCtx->debugState = 3; } } else if (CHECK_BTN_ALL(input->press.button, BTN_START)) { // The start button was pressed, pause gSaveContext.prevHudVisibilityMode = gSaveContext.hudVisibilityMode; WREG(16) = -175; WREG(17) = 155; pauseCtx->pageSwitchTimer = 0; // Setting mainState here is irrelevant, mainState is only used under PAUSE_STATE_MAIN, // which isn't involved in the initial pause menu opening page scrolling animation. // mainState is also overwritten later before being used. pauseCtx->mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE; //! @bug REG collision, ZREG(48) is also R_START_LABEL_SCALE for NTSC and R_START_LABEL_DD(0) for PAL if (ZREG(48) == 0) { // Never reached, unused, and the data would be wrong anyway // (scrolling left from this would not bring to the initial page) pauseCtx->eye.x = sKaleidoSetupUnusedEyeX[pauseCtx->pageIndex]; pauseCtx->eye.z = sKaleidoSetupUnusedEyeZ[pauseCtx->pageIndex]; pauseCtx->pageIndex = sKaleidoSetupUnusedPageIndex[pauseCtx->pageIndex]; } else { // Set eye position and pageIndex such that scrolling left brings to the desired page pauseCtx->eye.x = sKaleidoSetupRightPageEyeX[pauseCtx->pageIndex]; pauseCtx->eye.z = sKaleidoSetupRightPageEyeZ[pauseCtx->pageIndex]; pauseCtx->pageIndex = sKaleidoSetupRightPageIndex[pauseCtx->pageIndex]; } // Set next page mode to scroll left pauseCtx->nextPageMode = (u16)(pauseCtx->pageIndex * 2) + 1; pauseCtx->state = PAUSE_STATE_WAIT_LETTERBOX; PRINTF("Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d\n", pauseCtx->nextPageMode, pauseCtx->eye.x, pauseCtx->eye.z, pauseCtx->pageIndex); } if (pauseCtx->state == PAUSE_STATE_WAIT_LETTERBOX) { WREG(2) = -6240; R_UPDATE_RATE = 2; if (Letterbox_GetSizeTarget() != 0) { Letterbox_SetSizeTarget(0); } func_800F64E0(1); } } } void KaleidoSetup_Init(PlayState* play) { PauseContext* pauseCtx = &play->pauseCtx; pauseCtx->state = PAUSE_STATE_OFF; pauseCtx->debugState = 0; pauseCtx->eye.x = pauseCtx->eye.y = 0.0f; pauseCtx->eye.z = 64.0f; pauseCtx->unk_1F0 = 936.0f; pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = 160.0f; pauseCtx->alpha = 0; // mainState = PAUSE_MAIN_STATE_IDLE , pageIndex = PAUSE_ITEM pauseCtx->pageSwitchTimer = pauseCtx->mainState = pauseCtx->nextPageMode = pauseCtx->pageIndex = 0; pauseCtx->unk_204 = -314.0f; pauseCtx->cursorPoint[PAUSE_ITEM] = 0; pauseCtx->cursorPoint[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorPoint[PAUSE_QUEST] = 0; pauseCtx->cursorPoint[PAUSE_EQUIP] = 1; pauseCtx->cursorPoint[PAUSE_WORLD_MAP] = 10; pauseCtx->cursorX[PAUSE_ITEM] = 0; pauseCtx->cursorY[PAUSE_ITEM] = 0; pauseCtx->cursorX[PAUSE_MAP] = 0; pauseCtx->cursorY[PAUSE_MAP] = 0; pauseCtx->cursorX[PAUSE_QUEST] = 0; pauseCtx->cursorY[PAUSE_QUEST] = 0; pauseCtx->cursorX[PAUSE_EQUIP] = 1; pauseCtx->cursorY[PAUSE_EQUIP] = 0; pauseCtx->cursorItem[PAUSE_ITEM] = PAUSE_ITEM_NONE; pauseCtx->cursorItem[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorItem[PAUSE_QUEST] = PAUSE_ITEM_NONE; pauseCtx->cursorItem[PAUSE_EQUIP] = ITEM_SWORD_KOKIRI; pauseCtx->cursorSlot[PAUSE_ITEM] = 0; pauseCtx->cursorSlot[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorSlot[PAUSE_QUEST] = 0; pauseCtx->cursorSlot[PAUSE_EQUIP] = pauseCtx->cursorPoint[PAUSE_EQUIP]; pauseCtx->infoPanelOffsetY = -40; pauseCtx->nameDisplayTimer = 0; pauseCtx->nameColorSet = 0; pauseCtx->cursorColorSet = 4; pauseCtx->ocarinaSongIdx = -1; pauseCtx->cursorSpecialPos = 0; View_Init(&pauseCtx->view, play->state.gfxCtx); #if PLATFORM_N64 if ((B_80121220 != NULL) && (B_80121220->unk_3C != NULL)) { B_80121220->unk_3C(); } #endif } void KaleidoSetup_Destroy(PlayState* play) { #if PLATFORM_N64 if ((B_80121220 != NULL) && (B_80121220->unk_40 != NULL)) { B_80121220->unk_40(); } #endif }