#include "global.h" #include "vt.h" void* D_8012D1F0 = NULL; UNK_TYPE D_8012D1F4 = 0; // unused Input* D_8012D1F8 = NULL; TransitionUnk sTrnsnUnk; s32 gTrnsnUnkState; VisMono D_80161498; Color_RGBA8_u32 D_801614B0; FaultClient D_801614B8; s16 sTransitionFillTimer; u64 D_801614D0[0xA00]; void func_800BC450(GlobalContext* globalCtx) { Camera_ChangeDataIdx(GET_ACTIVE_CAM(globalCtx), globalCtx->unk_1242B - 1); } void func_800BC490(GlobalContext* globalCtx, s16 point) { ASSERT(point == 1 || point == 2, "point == 1 || point == 2", "../z_play.c", 2160); globalCtx->unk_1242B = point; if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) { Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } func_800BC450(globalCtx); } s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1) { return (arg1 == globalCtx->unk_1242B); } // original name: "Game_play_shop_pr_vr_switch_set" void func_800BC590(GlobalContext* globalCtx) { osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n"); if (YREG(15) == 0x10) { globalCtx->unk_1242B = 2; } } void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType) { TransitionContext* transitionCtx = &globalCtx->transitionCtx; bzero(transitionCtx, sizeof(TransitionContext)); transitionCtx->transitionType = transitionType; // circle types if ((transitionCtx->transitionType >> 5) == 1) { transitionCtx->init = TransitionCircle_Init; transitionCtx->destroy = TransitionCircle_Destroy; transitionCtx->start = TransitionCircle_Start; transitionCtx->isDone = TransitionCircle_IsDone; transitionCtx->draw = TransitionCircle_Draw; transitionCtx->update = TransitionCircle_Update; transitionCtx->setType = TransitionCircle_SetType; transitionCtx->setColor = TransitionCircle_SetColor; transitionCtx->setUnkColor = TransitionCircle_SetUnkColor; } else { switch (transitionCtx->transitionType) { case TRANS_TYPE_TRIFORCE: transitionCtx->init = TransitionTriforce_Init; transitionCtx->destroy = TransitionTriforce_Destroy; transitionCtx->start = TransitionTriforce_Start; transitionCtx->isDone = TransitionTriforce_IsDone; transitionCtx->draw = TransitionTriforce_Draw; transitionCtx->update = TransitionTriforce_Update; transitionCtx->setType = TransitionTriforce_SetType; transitionCtx->setColor = TransitionTriforce_SetColor; transitionCtx->setUnkColor = NULL; break; case TRANS_TYPE_WIPE: case TRANS_TYPE_WIPE_FAST: transitionCtx->init = TransitionWipe_Init; transitionCtx->destroy = TransitionWipe_Destroy; transitionCtx->start = TransitionWipe_Start; transitionCtx->isDone = TransitionWipe_IsDone; transitionCtx->draw = TransitionWipe_Draw; transitionCtx->update = TransitionWipe_Update; transitionCtx->setType = TransitionWipe_SetType; transitionCtx->setColor = TransitionWipe_SetColor; transitionCtx->setUnkColor = NULL; break; case TRANS_TYPE_FADE_BLACK: case TRANS_TYPE_FADE_WHITE: case TRANS_TYPE_FADE_BLACK_FAST: case TRANS_TYPE_FADE_WHITE_FAST: case TRANS_TYPE_FADE_BLACK_SLOW: case TRANS_TYPE_FADE_WHITE_SLOW: case TRANS_TYPE_FADE_WHITE_CS_DELAYED: case TRANS_TYPE_FADE_WHITE_INSTANT: case TRANS_TYPE_FADE_GREEN: case TRANS_TYPE_FADE_BLUE: transitionCtx->init = TransitionFade_Init; transitionCtx->destroy = TransitionFade_Destroy; transitionCtx->start = TransitionFade_Start; transitionCtx->isDone = TransitionFade_IsDone; transitionCtx->draw = TransitionFade_Draw; transitionCtx->update = TransitionFade_Update; transitionCtx->setType = TransitionFade_SetType; transitionCtx->setColor = TransitionFade_SetColor; transitionCtx->setUnkColor = NULL; break; case TRANS_TYPE_FILL_WHITE2: case TRANS_TYPE_FILL_WHITE: globalCtx->transitionMode = TRANS_MODE_FILL_WHITE_INIT; break; case TRANS_TYPE_INSTANT: globalCtx->transitionMode = TRANS_MODE_INSTANT; break; case TRANS_TYPE_FILL_BROWN: globalCtx->transitionMode = TRANS_MODE_FILL_BROWN_INIT; break; case TRANS_TYPE_SANDSTORM_PERSIST: globalCtx->transitionMode = TRANS_MODE_SANDSTORM_INIT; break; case TRANS_TYPE_SANDSTORM_END: globalCtx->transitionMode = TRANS_MODE_SANDSTORM_END_INIT; break; case TRANS_TYPE_CS_BLACK_FILL: globalCtx->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT; break; default: Fault_AddHungupAndCrash("../z_play.c", 2290); break; } } } void func_800BC88C(GlobalContext* globalCtx) { globalCtx->transitionCtx.transitionType = -1; } Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx) { return Gfx_SetFog2(gfx, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1], globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000); } void Gameplay_Destroy(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; Player* player = GET_PLAYER(globalCtx); globalCtx->state.gfxCtx->callback = NULL; globalCtx->state.gfxCtx->callbackParam = 0; SREG(91) = 0; R_PAUSE_MENU_MODE = 0; PreRender_Destroy(&globalCtx->pauseBgPreRender); Effect_DeleteAll(globalCtx); EffectSs_ClearAll(globalCtx); CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx); if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); gTrnsnUnkState = 0; } if (globalCtx->transitionMode == TRANS_MODE_INSTANCE_RUNNING) { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); func_800BC88C(globalCtx); globalCtx->transitionMode = TRANS_MODE_OFF; } ShrinkWindow_Destroy(); TransitionFade_Destroy(&globalCtx->transitionFade); VisMono_Destroy(&D_80161498); if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) { Inventory_SwapAgeEquipment(); Player_SetEquipmentData(globalCtx, player); } func_80031C3C(&globalCtx->actorCtx, globalCtx); func_80110990(globalCtx); KaleidoScopeCall_Destroy(globalCtx); KaleidoManager_Destroy(); ZeldaArena_Cleanup(); Fault_RemoveClient(&D_801614B8); } void Gameplay_Init(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; u32 zAlloc; u32 zAllocAligned; size_t zAllocSize; Player* player; s32 playerStartCamId; s32 i; u8 tempSetupIndex; s32 pad[2]; if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) { gSaveContext.entranceIndex = 0; globalCtx->state.running = false; SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext); return; } SystemArena_Display(); GameState_Realloc(&globalCtx->state, 0x1D4790); KaleidoManager_Init(globalCtx); View_Init(&globalCtx->view, gfxCtx); Audio_SetExtraFilter(0); Quake_Init(); for (i = 0; i < ARRAY_COUNT(globalCtx->cameraPtrs); i++) { globalCtx->cameraPtrs[i] = NULL; } Camera_Init(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx); Camera_ChangeStatus(&globalCtx->mainCamera, CAM_STAT_ACTIVE); for (i = 0; i < 3; i++) { Camera_Init(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); Camera_ChangeStatus(&globalCtx->subCameras[i], CAM_STAT_UNK100); } globalCtx->cameraPtrs[CAM_ID_MAIN] = &globalCtx->mainCamera; globalCtx->cameraPtrs[CAM_ID_MAIN]->uid = 0; globalCtx->activeCamId = CAM_ID_MAIN; func_8005AC48(&globalCtx->mainCamera, 0xFF); Sram_Init(globalCtx, &globalCtx->sramCtx); func_80112098(globalCtx); Message_Init(globalCtx); GameOver_Init(globalCtx); SoundSource_InitAll(globalCtx); Effect_InitContext(globalCtx); EffectSs_InitInfo(globalCtx, 0x55); CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx); AnimationContext_Reset(&globalCtx->animationCtx); func_8006450C(globalCtx, &globalCtx->csCtx); if (gSaveContext.nextCutsceneIndex != 0xFFEF) { gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex; gSaveContext.nextCutsceneIndex = 0xFFEF; } if (gSaveContext.cutsceneIndex == 0xFFFD) { gSaveContext.cutsceneIndex = 0; } if (gSaveContext.nextDayTime != 0xFFFF) { gSaveContext.dayTime = gSaveContext.nextDayTime; gSaveContext.skyboxTime = gSaveContext.nextDayTime; } if (gSaveContext.dayTime > 0xC000 || gSaveContext.dayTime < 0x4555) { gSaveContext.nightFlag = 1; } else { gSaveContext.nightFlag = 0; } Cutscene_HandleConditionalTriggers(globalCtx); if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) { gSaveContext.nayrusLoveTimer = 0; func_800876C8(globalCtx); gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4; } else if (!LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 0; } else if (!LINK_IS_ADULT && !IS_DAY) { gSaveContext.sceneSetupIndex = 1; } else if (LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 2; } else { gSaveContext.sceneSetupIndex = 3; } tempSetupIndex = gSaveContext.sceneSetupIndex; if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT && gSaveContext.sceneSetupIndex < 4) { if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) && CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) { gSaveContext.sceneSetupIndex = 1; } else { gSaveContext.sceneSetupIndex = 0; } } else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT && gSaveContext.sceneSetupIndex < 4) { gSaveContext.sceneSetupIndex = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2; } Gameplay_SpawnScene( globalCtx, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].spawn); osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex); // When entering Gerudo Valley in the right setup, trigger the GC emulator to play the ending movie. // The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address. if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT09) && gSaveContext.sceneSetupIndex == 6) { osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts" ((void (*)())0x81000000)(); osSyncPrintf("出戻り?\n"); // "Return?" } Cutscene_HandleEntranceTriggers(globalCtx); KaleidoScopeCall_Init(globalCtx); func_801109B0(globalCtx); if (gSaveContext.nextDayTime != 0xFFFF) { if (gSaveContext.nextDayTime == 0x8001) { gSaveContext.totalDays++; gSaveContext.bgsDayCount++; gSaveContext.dogIsLost = true; if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) || Inventory_ReplaceItem(globalCtx, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) { Message_StartTextbox(globalCtx, 0x3066, NULL); } gSaveContext.nextDayTime = 0xFFFE; } else { gSaveContext.nextDayTime = 0xFFFD; } } SREG(91) = -1; R_PAUSE_MENU_MODE = 0; PreRender_Init(&globalCtx->pauseBgPreRender); PreRender_SetValuesSave(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0); PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0); gTrnsnUnkState = 0; globalCtx->transitionMode = TRANS_MODE_OFF; FrameAdvance_Init(&globalCtx->frameAdvCtx); Rand_Seed((u32)osGetTime()); Matrix_Init(&globalCtx->state); globalCtx->state.main = Gameplay_Main; globalCtx->state.destroy = Gameplay_Destroy; globalCtx->transitionTrigger = TRANS_TRIGGER_END; globalCtx->unk_11E16 = 0xFF; globalCtx->unk_11E18 = 0; globalCtx->unk_11DE9 = false; if (gSaveContext.gameMode != 1) { if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) { // fade in globalCtx->transitionType = (gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; } else { globalCtx->transitionType = gSaveContext.nextTransitionType; gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT; } } else { globalCtx->transitionType = TRANS_TYPE_FADE_BLACK_SLOW; } ShrinkWindow_Init(); TransitionFade_Init(&globalCtx->transitionFade); TransitionFade_SetType(&globalCtx->transitionFade, 3); TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(160, 160, 160, 255)); TransitionFade_Start(&globalCtx->transitionFade); VisMono_Init(&D_80161498); D_801614B0.a = 0; Flags_UnsetAllEnv(globalCtx); osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&globalCtx->state.tha)); zAllocSize = THA_GetSize(&globalCtx->state.tha); zAlloc = GameState_Alloc(&globalCtx->state, zAllocSize, "../z_play.c", 2918); zAllocAligned = (zAlloc + 8) & ~0xF; ZeldaArena_Init(zAllocAligned, zAllocSize - zAllocAligned + zAlloc); // "Zelda Heap" osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, (s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc)); Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL); func_800304DC(globalCtx, &globalCtx->actorCtx, globalCtx->linkActorEntry); while (!func_800973FC(globalCtx, &globalCtx->roomCtx)) { ; // Empty Loop } player = GET_PLAYER(globalCtx); Camera_InitPlayerSettings(&globalCtx->mainCamera, player); Camera_ChangeMode(&globalCtx->mainCamera, CAM_MODE_NORMAL); playerStartCamId = player->actor.params & 0xFF; if (playerStartCamId != 0xFF) { osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId); Camera_ChangeDataIdx(&globalCtx->mainCamera, playerStartCamId); } if (YREG(15) == 32) { globalCtx->unk_1242B = 2; } else if (YREG(15) == 16) { globalCtx->unk_1242B = 1; } else { globalCtx->unk_1242B = 0; } Interface_SetSceneRestrictions(globalCtx); Environment_PlaySceneSequence(globalCtx); gSaveContext.seqId = globalCtx->sequenceCtx.seqId; gSaveContext.natureAmbienceId = globalCtx->sequenceCtx.natureAmbienceId; func_8002DF18(globalCtx, GET_PLAYER(globalCtx)); AnimationContext_Update(globalCtx, &globalCtx->animationCtx); gSaveContext.respawnFlag = 0; if (dREG(95) != 0) { D_8012D1F0 = D_801614D0; osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0); DmaMgr_DmaRomToRam(0x03FEB000, (u32)D_8012D1F0, sizeof(D_801614D0)); } } void Gameplay_Update(GlobalContext* globalCtx) { s32 pad1; s32 sp80; Input* input; u32 i; s32 pad2; input = globalCtx->state.input; if ((SREG(1) < 0) || (DREG(0) != 0)) { SREG(1) = 0; ZeldaArena_Display(); } if ((HREG(80) == 18) && (HREG(81) < 0)) { HREG(81) = 0; osSyncPrintf("object_exchange_rom_address %u\n", gObjectTableSize); osSyncPrintf("RomStart RomEnd Size\n"); for (i = 0; i < gObjectTableSize; i++) { s32 size = gObjectTable[i].vromEnd - gObjectTable[i].vromStart; osSyncPrintf("%08x-%08x %08x(%8.3fKB)\n", gObjectTable[i].vromStart, gObjectTable[i].vromEnd, size, size / 1024.0f); } osSyncPrintf("\n"); } if ((HREG(81) == 18) && (HREG(82) < 0)) { HREG(82) = 0; ActorOverlayTable_LogPrint(); } gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); if (FrameAdvance_Update(&globalCtx->frameAdvCtx, &input[1])) { if ((globalCtx->transitionMode == TRANS_MODE_OFF) && (globalCtx->transitionTrigger != TRANS_TRIGGER_OFF)) { globalCtx->transitionMode = TRANS_MODE_SETUP; } if (gTrnsnUnkState != 0) { switch (gTrnsnUnkState) { case 2: if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == NULL) { osSyncPrintf("fbdemo_init呼出し失敗!\n"); // "fbdemo_init call failed!" gTrnsnUnkState = 0; } else { sTrnsnUnk.zBuffer = (u16*)gZBuffer; gTrnsnUnkState = 3; R_UPDATE_RATE = 1; } break; case 3: func_800B23E8(&sTrnsnUnk); break; } } if (globalCtx->transitionMode) { switch (globalCtx->transitionMode) { case TRANS_MODE_SETUP: if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { s16 sceneSetupIndex = 0; Interface_ChangeAlpha(1); if (gSaveContext.cutsceneIndex >= 0xFFF0) { sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4; } // fade out bgm if "continue bgm" flag is not set if (!(gEntranceTable[globalCtx->nextEntranceIndex + sceneSetupIndex].field & 0x8000)) { // "Sound initalized. 111" osSyncPrintf("\n\n\nサウンドイニシャル来ました。111"); if ((globalCtx->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) { // "Sound initalized. 222" osSyncPrintf("\n\n\nサウンドイニシャル来ました。222"); func_800F6964(0x14); gSaveContext.seqId = (u8)NA_BGM_DISABLED; gSaveContext.natureAmbienceId = NATURE_ID_DISABLED; } } } if (!R_TRANS_DBG_ENABLED) { Gameplay_SetupTransition(globalCtx, globalCtx->transitionType); } else { Gameplay_SetupTransition(globalCtx, R_TRANS_DBG_TYPE); } if (globalCtx->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) { // non-instance modes break out of this switch break; } // fallthrough case TRANS_MODE_INSTANCE_INIT: globalCtx->transitionCtx.init(&globalCtx->transitionCtx.instanceData); // circle types if ((globalCtx->transitionCtx.transitionType >> 5) == 1) { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, globalCtx->transitionCtx.transitionType | TC_SET_PARAMS); } gSaveContext.transWipeSpeed = 14; if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) { //! @bug TRANS_TYPE_FILL_WHITE2 will never reach this code. //! It is a non-instance type transition which doesn't run this case. gSaveContext.transWipeSpeed = 28; } gSaveContext.transFadeDuration = 60; if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) { gSaveContext.transFadeDuration = 20; } else if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) { gSaveContext.transFadeDuration = 150; } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) { gSaveContext.transFadeDuration = 2; } if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) || (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, RGBA8(160, 160, 160, 255)); if (globalCtx->transitionCtx.setUnkColor != NULL) { globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, RGBA8(160, 160, 160, 255)); } } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, RGBA8(140, 140, 100, 255)); if (globalCtx->transitionCtx.setUnkColor != NULL) { globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, RGBA8(140, 140, 100, 255)); } } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, RGBA8(70, 100, 110, 255)); if (globalCtx->transitionCtx.setUnkColor != NULL) { globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, RGBA8(70, 100, 110, 255)); } } else { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, RGBA8(0, 0, 0, 0)); if (globalCtx->transitionCtx.setUnkColor != NULL) { globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, RGBA8(0, 0, 0, 0)); } } if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, 1); } else { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, 2); } globalCtx->transitionCtx.start(&globalCtx->transitionCtx.instanceData); if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) { globalCtx->transitionMode = TRANS_MODE_INSTANCE_WAIT; } else { globalCtx->transitionMode = TRANS_MODE_INSTANCE_RUNNING; } break; case TRANS_MODE_INSTANCE_RUNNING: if (globalCtx->transitionCtx.isDone(&globalCtx->transitionCtx.instanceData)) { if (globalCtx->transitionCtx.transitionType >= TRANS_TYPE_MAX) { if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); func_800BC88C(globalCtx); globalCtx->transitionMode = TRANS_MODE_OFF; } } else if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { globalCtx->state.running = false; if (gSaveContext.gameMode != 2) { SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; if (gSaveContext.minigameState == 1) { gSaveContext.minigameState = 3; } } else { SET_NEXT_GAMESTATE(&globalCtx->state, FileChoose_Init, FileChooseContext); } } else { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); func_800BC88C(globalCtx); globalCtx->transitionMode = TRANS_MODE_OFF; if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); gTrnsnUnkState = 0; R_UPDATE_RATE = 3; } } globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; } else { globalCtx->transitionCtx.update(&globalCtx->transitionCtx.instanceData, R_UPDATE_RATE); } break; } // update non-instance transitions switch (globalCtx->transitionMode) { case TRANS_MODE_FILL_WHITE_INIT: sTransitionFillTimer = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 160; globalCtx->envCtx.screenFillColor[1] = 160; globalCtx->envCtx.screenFillColor[2] = 160; if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { globalCtx->envCtx.screenFillColor[3] = 0; globalCtx->transitionMode = TRANS_MODE_FILL_IN; } else { globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = TRANS_MODE_FILL_OUT; } break; case TRANS_MODE_FILL_IN: globalCtx->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f; if (sTransitionFillTimer >= 20) { globalCtx->state.running = false; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } else { sTransitionFillTimer++; } break; case TRANS_MODE_FILL_OUT: globalCtx->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f; if (sTransitionFillTimer >= 20) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; globalCtx->envCtx.fillScreen = false; } else { sTransitionFillTimer++; } break; case TRANS_MODE_FILL_BROWN_INIT: sTransitionFillTimer = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 170; globalCtx->envCtx.screenFillColor[1] = 160; globalCtx->envCtx.screenFillColor[2] = 150; if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { globalCtx->envCtx.screenFillColor[3] = 0; globalCtx->transitionMode = TRANS_MODE_FILL_IN; } else { globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = TRANS_MODE_FILL_OUT; } break; case TRANS_MODE_INSTANT: if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { globalCtx->state.running = false; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } else { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } break; case TRANS_MODE_INSTANCE_WAIT: if (gSaveContext.cutsceneTransitionControl != 0) { globalCtx->transitionMode = TRANS_MODE_INSTANCE_RUNNING; } break; case TRANS_MODE_SANDSTORM_INIT: if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { // trigger in, leaving area globalCtx->envCtx.sandstormState = SANDSTORM_FILL; globalCtx->transitionMode = TRANS_MODE_SANDSTORM; } else { globalCtx->envCtx.sandstormState = SANDSTORM_UNFILL; globalCtx->envCtx.sandstormPrimA = 255; globalCtx->envCtx.sandstormEnvA = 255; globalCtx->transitionMode = TRANS_MODE_SANDSTORM; } break; case TRANS_MODE_SANDSTORM: Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { if (globalCtx->envCtx.sandstormPrimA < 110) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } } else { if (globalCtx->envCtx.sandstormEnvA == 255) { globalCtx->state.running = false; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } } break; case TRANS_MODE_SANDSTORM_END_INIT: if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { globalCtx->envCtx.sandstormState = SANDSTORM_DISSIPATE; globalCtx->envCtx.sandstormPrimA = 255; globalCtx->envCtx.sandstormEnvA = 255; // "It's here!!!!!!!!!" LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!", "../z_play.c", 3471); globalCtx->transitionMode = TRANS_MODE_SANDSTORM_END; } else { globalCtx->transitionMode = TRANS_MODE_SANDSTORM_INIT; } break; case TRANS_MODE_SANDSTORM_END: Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { if (globalCtx->envCtx.sandstormPrimA <= 0) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } } break; case TRANS_MODE_CS_BLACK_FILL_INIT: sTransitionFillTimer = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 0; globalCtx->envCtx.screenFillColor[1] = 0; globalCtx->envCtx.screenFillColor[2] = 0; globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = TRANS_MODE_CS_BLACK_FILL; break; case TRANS_MODE_CS_BLACK_FILL: if (gSaveContext.cutsceneTransitionControl != 0) { globalCtx->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl; if (gSaveContext.cutsceneTransitionControl <= 100) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; globalCtx->transitionMode = TRANS_MODE_OFF; } } break; } } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3533); } if (1 && (gTrnsnUnkState != 3)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3542); } if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE)) { KaleidoSetup_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3551); } sp80 = (globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3555); } AnimationContext_Reset(&globalCtx->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3561); } Object_UpdateBank(&globalCtx->objectCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3577); } if ((sp80 == 0) && (IREG(72) == 0)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3580); } globalCtx->gameplayFrames++; func_800AA178(1); if (globalCtx->actorCtx.freezeFlashTimer && (globalCtx->actorCtx.freezeFlashTimer-- < 5)) { osSyncPrintf("FINISH=%d\n", globalCtx->actorCtx.freezeFlashTimer); if ((globalCtx->actorCtx.freezeFlashTimer > 0) && ((globalCtx->actorCtx.freezeFlashTimer % 2) != 0)) { globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = globalCtx->envCtx.screenFillColor[1] = globalCtx->envCtx.screenFillColor[2] = 150; globalCtx->envCtx.screenFillColor[3] = 80; } else { globalCtx->envCtx.fillScreen = false; } } else { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3606); } func_800973FC(globalCtx, &globalCtx->roomCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3612); } CollisionCheck_AT(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3618); } CollisionCheck_OC(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3624); } CollisionCheck_Damage(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3631); } CollisionCheck_ClearContext(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3637); } if (!globalCtx->unk_11DE9) { Actor_UpdateAll(globalCtx, &globalCtx->actorCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3643); } func_80064558(globalCtx, &globalCtx->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3648); } func_800645A0(globalCtx, &globalCtx->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3651); } Effect_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3657); } EffectSs_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3662); } } } else { func_800AA178(0); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3672); } func_80095AA0(globalCtx, &globalCtx->roomCtx.curRoom, &input[1], 0); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3675); } func_80095AA0(globalCtx, &globalCtx->roomCtx.prevRoom, &input[1], 1); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3677); } if (globalCtx->unk_1242B != 0) { if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) { if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { // "Changing viewpoint is prohibited due to the kaleidoscope" osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST); } else if (Player_InCsMode(globalCtx)) { // "Changing viewpoint is prohibited during the cutscene" osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST); } else if (YREG(15) == 0x10) { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } else { func_800BC490(globalCtx, globalCtx->unk_1242B ^ 3); } } func_800BC450(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3708); } SkyboxDraw_Update(&globalCtx->skyboxCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3716); } if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3721); } KaleidoScopeCall_Update(globalCtx); } else if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3727); } GameOver_Update(globalCtx); } else { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3733); } Message_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3737); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3742); } Interface_Update(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3765); } AnimationContext_Update(globalCtx, &globalCtx->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3771); } SoundSource_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3777); } ShrinkWindow_Update(R_UPDATE_RATE); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3783); } TransitionFade_Update(&globalCtx->transitionFade, R_UPDATE_RATE); } else { goto skip; } } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3799); } skip: if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3801); } if ((sp80 == 0) || gDbgCamEnabled) { s32 pad3[5]; s32 i; globalCtx->nextCamId = globalCtx->activeCamId; if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3806); } for (i = 0; i < NUM_CAMS; i++) { if ((i != globalCtx->nextCamId) && (globalCtx->cameraPtrs[i] != NULL)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3809); } Camera_Update(globalCtx->cameraPtrs[i]); } } Camera_Update(globalCtx->cameraPtrs[globalCtx->nextCamId]); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3814); } } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3816); } Environment_Update(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx, &globalCtx->gameOverCtx, globalCtx->state.gfxCtx); } void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) { if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { KaleidoScopeCall_Draw(globalCtx); } if (gSaveContext.gameMode == 0) { Interface_Draw(globalCtx); } Message_Draw(globalCtx); if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { GameOver_FadeInLights(globalCtx); } } void Gameplay_Draw(GlobalContext* globalCtx) { GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; Lights* sp228; Vec3f sp21C; OPEN_DISPS(gfxCtx, "../z_play.c", 3907); gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); gSPSegment(POLY_OPA_DISP++, 0x00, NULL); gSPSegment(POLY_XLU_DISP++, 0x00, NULL); gSPSegment(OVERLAY_DISP++, 0x00, NULL); gSPSegment(POLY_OPA_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(POLY_XLU_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(OVERLAY_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(POLY_OPA_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(POLY_XLU_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(OVERLAY_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(POLY_OPA_DISP++, 0x02, globalCtx->sceneSegment); gSPSegment(POLY_XLU_DISP++, 0x02, globalCtx->sceneSegment); gSPSegment(OVERLAY_DISP++, 0x02, globalCtx->sceneSegment); func_80095248(gfxCtx, 0, 0, 0); if ((HREG(80) != 10) || (HREG(82) != 0)) { POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP); POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP); View_SetPerspective(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.fogFar); View_Apply(&globalCtx->view, VIEW_ALL); // The billboard matrix temporarily stores the viewing matrix Matrix_MtxToMtxF(&globalCtx->view.viewing, &globalCtx->billboardMtxF); Matrix_MtxToMtxF(&globalCtx->view.projection, &globalCtx->viewProjectionMtxF); Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); // The billboard is still a viewing matrix at this stage Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY); Matrix_Get(&globalCtx->viewProjectionMtxF); globalCtx->billboardMtxF.mf[0][3] = globalCtx->billboardMtxF.mf[1][3] = globalCtx->billboardMtxF.mf[2][3] = globalCtx->billboardMtxF.mf[3][0] = globalCtx->billboardMtxF.mf[3][1] = globalCtx->billboardMtxF.mf[3][2] = 0.0f; // This transpose is where the viewing matrix is properly converted into a billboard matrix Matrix_Transpose(&globalCtx->billboardMtxF); globalCtx->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&globalCtx->billboardMtxF, "../z_play.c", 4005), Graph_Alloc(gfxCtx, sizeof(Mtx))); gSPSegment(POLY_OPA_DISP++, 0x01, globalCtx->billboardMtx); if ((HREG(80) != 10) || (HREG(92) != 0)) { Gfx* gfxP; Gfx* sp1CC = POLY_OPA_DISP; gfxP = Graph_GfxPlusOne(sp1CC); gSPDisplayList(OVERLAY_DISP++, gfxP); if ((globalCtx->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || (globalCtx->transitionMode == TRANS_MODE_INSTANCE_WAIT) || (globalCtx->transitionCtx.transitionType >= 56)) { View view; View_Init(&view, gfxCtx); view.flags = VIEW_VIEWPORT | VIEW_PROJECTION_ORTHO; SET_FULLSCREEN_VIEWPORT(&view); View_ApplyTo(&view, VIEW_ALL, &gfxP); globalCtx->transitionCtx.draw(&globalCtx->transitionCtx.instanceData, &gfxP); } TransitionFade_Draw(&globalCtx->transitionFade, &gfxP); if (D_801614B0.a > 0) { D_80161498.primColor.rgba = D_801614B0.rgba; VisMono_Draw(&D_80161498, &gfxP); } gSPEndDisplayList(gfxP++); Graph_BranchDlist(sp1CC, gfxP); POLY_OPA_DISP = gfxP; } if (gTrnsnUnkState == 3) { Gfx* sp88 = POLY_OPA_DISP; TransitionUnk_Draw(&sTrnsnUnk, &sp88); POLY_OPA_DISP = sp88; goto Gameplay_Draw_DrawOverlayElements; } else { PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer); if (R_PAUSE_MENU_MODE == 2) { MsgEvent_SendNullTask(); PreRender_Calc(&globalCtx->pauseBgPreRender); R_PAUSE_MENU_MODE = 3; } else if (R_PAUSE_MENU_MODE >= 4) { R_PAUSE_MENU_MODE = 0; } if (R_PAUSE_MENU_MODE == 3) { Gfx* sp84 = POLY_OPA_DISP; func_800C24BC(&globalCtx->pauseBgPreRender, &sp84); POLY_OPA_DISP = sp84; goto Gameplay_Draw_DrawOverlayElements; } else { s32 sp80; if ((HREG(80) != 10) || (HREG(83) != 0)) { if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) { if ((globalCtx->skyboxId == SKYBOX_NORMAL_SKY) || (globalCtx->skyboxId == SKYBOX_CUTSCENE_MAP)) { Environment_UpdateSkybox(globalCtx->skyboxId, &globalCtx->envCtx, &globalCtx->skyboxCtx); SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, globalCtx->envCtx.skyboxBlend, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } else if (globalCtx->skyboxCtx.unk_140 == 0) { SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } } } if ((HREG(80) != 10) || (HREG(90) & 2)) { if (!globalCtx->envCtx.sunMoonDisabled) { Environment_DrawSunAndMoon(globalCtx); } } if ((HREG(80) != 10) || (HREG(90) & 1)) { Environment_DrawSkyboxFilters(globalCtx); } if ((HREG(80) != 10) || (HREG(90) & 4)) { Environment_UpdateLightningStrike(globalCtx); Environment_DrawLightning(globalCtx, 0); } if ((HREG(80) != 10) || (HREG(90) & 8)) { sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx); Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL); Lights_Draw(sp228, gfxCtx); } if ((HREG(80) != 10) || (HREG(84) != 0)) { if (VREG(94) == 0) { if (HREG(80) != 10) { sp80 = 3; } else { sp80 = HREG(84); } Scene_Draw(globalCtx); Room_Draw(globalCtx, &globalCtx->roomCtx.curRoom, sp80 & 3); Room_Draw(globalCtx, &globalCtx->roomCtx.prevRoom, sp80 & 3); } } if ((HREG(80) != 10) || (HREG(83) != 0)) { if ((globalCtx->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(globalCtx)->setting != CAM_SET_PREREND_FIXED)) { Vec3f sp74; Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(globalCtx)); SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, globalCtx->view.eye.x + sp74.x, globalCtx->view.eye.y + sp74.y, globalCtx->view.eye.z + sp74.z); } } if (globalCtx->envCtx.unk_EE[1] != 0) { Environment_DrawRain(globalCtx, &globalCtx->view, gfxCtx); } if ((HREG(80) != 10) || (HREG(84) != 0)) { Environment_FillScreen(gfxCtx, 0, 0, 0, globalCtx->unk_11E18, FILL_SCREEN_OPA); } if ((HREG(80) != 10) || (HREG(85) != 0)) { func_800315AC(globalCtx, &globalCtx->actorCtx); } if ((HREG(80) != 10) || (HREG(86) != 0)) { if (!globalCtx->envCtx.sunMoonDisabled) { sp21C.x = globalCtx->view.eye.x + globalCtx->envCtx.sunPos.x; sp21C.y = globalCtx->view.eye.y + globalCtx->envCtx.sunPos.y; sp21C.z = globalCtx->view.eye.z + globalCtx->envCtx.sunPos.z; Environment_DrawSunLensFlare(globalCtx, &globalCtx->envCtx, &globalCtx->view, gfxCtx, sp21C, 0); } Environment_DrawCustomLensFlare(globalCtx); } if ((HREG(80) != 10) || (HREG(87) != 0)) { if (MREG(64) != 0) { Environment_FillScreen(gfxCtx, MREG(65), MREG(66), MREG(67), MREG(68), FILL_SCREEN_OPA | FILL_SCREEN_XLU); } switch (globalCtx->envCtx.fillScreen) { case 1: Environment_FillScreen( gfxCtx, globalCtx->envCtx.screenFillColor[0], globalCtx->envCtx.screenFillColor[1], globalCtx->envCtx.screenFillColor[2], globalCtx->envCtx.screenFillColor[3], FILL_SCREEN_OPA | FILL_SCREEN_XLU); break; default: break; } } if ((HREG(80) != 10) || (HREG(88) != 0)) { if (globalCtx->envCtx.sandstormState != SANDSTORM_OFF) { Environment_DrawSandstorm(globalCtx, globalCtx->envCtx.sandstormState); } } if ((HREG(80) != 10) || (HREG(93) != 0)) { DebugDisplay_DrawObjects(globalCtx); } if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) { Gfx* sp70 = OVERLAY_DISP; globalCtx->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer; globalCtx->pauseBgPreRender.fbufSave = (u16*)gZBuffer; func_800C1F20(&globalCtx->pauseBgPreRender, &sp70); if (R_PAUSE_MENU_MODE == 1) { globalCtx->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer; func_800C20B4(&globalCtx->pauseBgPreRender, &sp70); R_PAUSE_MENU_MODE = 2; } else { gTrnsnUnkState = 2; } OVERLAY_DISP = sp70; globalCtx->unk_121C7 = 2; SREG(33) |= 1; } else { Gameplay_Draw_DrawOverlayElements: if ((HREG(80) != 10) || (HREG(89) != 0)) { Gameplay_DrawOverlayElements(globalCtx); } } } } } if (globalCtx->view.unk_124 != 0) { Camera_Update(GET_ACTIVE_CAM(globalCtx)); View_UpdateViewingMatrix(&globalCtx->view); globalCtx->view.unk_124 = 0; if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) { SkyboxDraw_UpdateMatrix(&globalCtx->skyboxCtx, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } } Camera_Finish(GET_ACTIVE_CAM(globalCtx)); CLOSE_DISPS(gfxCtx, "../z_play.c", 4508); } void Gameplay_Main(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; D_8012D1F8 = &globalCtx->state.input[0]; DebugDisplay_Init(); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 4556); } if ((HREG(80) == 10) && (HREG(94) != 10)) { HREG(81) = 1; HREG(82) = 1; HREG(83) = 1; HREG(84) = 3; HREG(85) = 1; HREG(86) = 1; HREG(87) = 1; HREG(88) = 1; HREG(89) = 1; HREG(90) = 15; HREG(91) = 1; HREG(92) = 1; HREG(93) = 1; HREG(94) = 10; } if ((HREG(80) != 10) || (HREG(81) != 0)) { Gameplay_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 4583); } Gameplay_Draw(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 4587); } } // original name: "Game_play_demo_mode_check" s32 Gameplay_InCsMode(GlobalContext* globalCtx) { return (globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx); } f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) { CollisionPoly poly; f32 temp1; f32 temp2; f32 temp3; f32 floorY; f32 nx; f32 ny; f32 nz; s32 pad[5]; floorY = BgCheck_AnyRaycastFloor1(&globalCtx->colCtx, &poly, vec); if (floorY > BGCHECK_Y_MIN) { nx = COLPOLY_GET_NORMAL(poly.normal.x); ny = COLPOLY_GET_NORMAL(poly.normal.y); nz = COLPOLY_GET_NORMAL(poly.normal.z); temp1 = sqrtf(1.0f - SQ(nx)); if (temp1 != 0.0f) { temp2 = ny * temp1; temp3 = -nz * temp1; } else { temp3 = 0.0f; temp2 = 0.0f; } mf->xx = temp1; mf->yx = -nx * temp2; mf->zx = nx * temp3; mf->xy = nx; mf->yy = ny; mf->zy = nz; mf->yz = temp3; mf->zz = temp2; mf->wx = 0.0f; mf->wy = 0.0f; mf->xz = 0.0f; mf->wz = 0.0f; mf->xw = vec->x; mf->yw = floorY; mf->zw = vec->z; mf->ww = 1.0f; } else { mf->xy = 0.0f; mf->zx = 0.0f; mf->yx = 0.0f; mf->xx = 0.0f; mf->wz = 0.0f; mf->xz = 0.0f; mf->wy = 0.0f; mf->wx = 0.0f; mf->zz = 0.0f; mf->yz = 0.0f; mf->zy = 0.0f; mf->yy = 1.0f; mf->xw = vec->x; mf->yw = vec->y; mf->zw = vec->z; mf->ww = 1.0f; } return floorY; } void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file) { u32 size; void* allocp; size = file->vromEnd - file->vromStart; allocp = GameState_Alloc(&globalCtx->state, size, "../z_play.c", 4692); DmaMgr_SendRequest1(allocp, file->vromStart, size, "../z_play.c", 4694); return allocp; } void Gameplay_InitEnvironment(GlobalContext* globalCtx, s16 skyboxId) { Skybox_Init(&globalCtx->state, &globalCtx->skyboxCtx, skyboxId); Environment_Init(globalCtx, &globalCtx->envCtx, 0); } void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) { globalCtx->curSpawn = spawn; globalCtx->linkActorEntry = NULL; globalCtx->unk_11DFC = NULL; globalCtx->setupEntranceList = NULL; globalCtx->setupExitList = NULL; globalCtx->cUpElfMsgs = NULL; globalCtx->setupPathList = NULL; globalCtx->numSetupActors = 0; Object_InitBank(globalCtx, &globalCtx->objectCtx); LightContext_Init(globalCtx, &globalCtx->lightCtx); TransitionActor_InitContext(&globalCtx->state, &globalCtx->transiActorCtx); func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom); YREG(15) = 0; gSaveContext.worldMapArea = 0; Scene_ExecuteCommands(globalCtx, globalCtx->sceneSegment); Gameplay_InitEnvironment(globalCtx, globalCtx->skyboxId); } void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) { SceneTableEntry* scene = &gSceneTable[sceneNum]; scene->unk_13 = 0; globalCtx->loadedScene = scene; globalCtx->sceneNum = sceneNum; globalCtx->sceneConfig = scene->config; osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f); globalCtx->sceneSegment = Gameplay_LoadFile(globalCtx, &scene->sceneFile); scene->unk_13 = 0; ASSERT(globalCtx->sceneSegment != NULL, "this->sceneSegment != NULL", "../z_play.c", 4960); gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); Gameplay_InitScene(globalCtx, spawn); osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(globalCtx, &globalCtx->roomCtx) / 1024.0f); } void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest) { f32 temp; Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); Matrix_MultVec3f(src, dest); temp = globalCtx->viewProjectionMtxF.ww + (globalCtx->viewProjectionMtxF.wx * src->x + globalCtx->viewProjectionMtxF.wy * src->y + globalCtx->viewProjectionMtxF.wz * src->z); dest->x = 160.0f + ((dest->x / temp) * 160.0f); dest->y = 120.0f - ((dest->y / temp) * 120.0f); } s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) { s16 i; for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) { if (globalCtx->cameraPtrs[i] == NULL) { break; } } if (i == NUM_CAMS) { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST); return CAM_ID_NONE; } osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL( CYAN) " " VT_RST "\n", i); globalCtx->cameraPtrs[i] = &globalCtx->subCameras[i - CAM_ID_SUB_FIRST]; Camera_Init(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); globalCtx->cameraPtrs[i]->camId = i; return i; } s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx) { return globalCtx->activeCamId; } s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status) { s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; if (status == CAM_STAT_ACTIVE) { globalCtx->activeCamId = camIdx; } return Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status); } void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) { s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; if (camIdx == CAM_ID_MAIN) { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST); } if (globalCtx->cameraPtrs[camIdx] != NULL) { Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], CAM_STAT_UNK100); globalCtx->cameraPtrs[camIdx] = NULL; osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " clear sub camera [%d] " VT_BGCOL( CYAN) " " VT_RST "\n", camIdx); } else { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: camera No.%d already cleared\n" VT_RST, camIdx); } } void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx) { s16 subCamId; for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) { if (globalCtx->cameraPtrs[subCamId] != NULL) { Gameplay_ClearCamera(globalCtx, subCamId); } } globalCtx->activeCamId = CAM_ID_MAIN; } Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId) { s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; return globalCtx->cameraPtrs[camIdx]; } s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye) { s32 ret = 0; s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); ret <<= 1; ret |= Camera_SetParam(camera, 2, eye); camera->dist = Math3D_Vec3f_DistXYZ(at, eye); player = camera->player; if (player != NULL) { camera->posOffset.x = at->x - player->actor.world.pos.x; camera->posOffset.y = at->y - player->actor.world.pos.y; camera->posOffset.z = at->z - player->actor.world.pos.z; } else { camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f; } camera->atLERPStepScale = 0.01f; return ret; } s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) { s32 ret = 0; s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); ret <<= 1; ret |= Camera_SetParam(camera, 2, eye); ret <<= 1; ret |= Camera_SetParam(camera, 4, up); camera->dist = Math3D_Vec3f_DistXYZ(at, eye); player = camera->player; if (player != NULL) { camera->posOffset.x = at->x - player->actor.world.pos.x; camera->posOffset.y = at->y - player->actor.world.pos.y; camera->posOffset.z = at->z - player->actor.world.pos.z; } else { camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f; } camera->atLERPStepScale = 0.01f; return ret; } s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov) { s32 ret = Camera_SetParam(globalCtx->cameraPtrs[camId], 0x20, &fov) & 1; if (1) {} return ret; } s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll) { s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; camera->roll = roll; return 1; } void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId) { s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? globalCtx->activeCamId : srcCamId; s16 destCamId1 = (destCamId == CAM_ID_NONE) ? globalCtx->activeCamId : destCamId; Camera_Copy(globalCtx->cameraPtrs[destCamId1], globalCtx->cameraPtrs[srcCamId2]); } s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting) { Camera* camera; s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; camera = globalCtx->cameraPtrs[camIdx]; Camera_InitPlayerSettings(camera, player); return Camera_ChangeSetting(camera, setting); } s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting) { return Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, camId), setting); } void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) { s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; s16 i; Gameplay_ClearCamera(globalCtx, camIdx); for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) { if (globalCtx->cameraPtrs[i] != NULL) { osSyncPrintf( VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST, i); Gameplay_ClearCamera(globalCtx, i); } } if (arg2 <= 0) { Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE); globalCtx->cameraPtrs[CAM_ID_MAIN]->childCamId = globalCtx->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN; } else { OnePointCutscene_Init(globalCtx, 1020, arg2, NULL, CAM_ID_MAIN); } } s16 Gameplay_CameraGetUID(GlobalContext* globalCtx, s16 camId) { Camera* camera = globalCtx->cameraPtrs[camId]; if (camera != NULL) { return camera->uid; } else { return -1; } } s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) { Camera* camera = globalCtx->cameraPtrs[camId]; if (camera != NULL) { return 0; } else if (camera->uid != arg2) { return 0; } else if (camera->status != CAM_STAT_ACTIVE) { return 2; } else { return 1; } } void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) { SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum]; savedSceneFlags->chest = globalCtx->actorCtx.flags.chest; savedSceneFlags->swch = globalCtx->actorCtx.flags.swch; savedSceneFlags->clear = globalCtx->actorCtx.flags.clear; savedSceneFlags->collect = globalCtx->actorCtx.flags.collect; } void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw) { RespawnData* respawnData = &gSaveContext.respawn[respawnMode]; respawnData->entranceIndex = entranceIndex; respawnData->roomIndex = roomIndex; respawnData->pos = *pos; respawnData->yaw = yaw; respawnData->playerParams = playerParams; respawnData->tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; respawnData->tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; } void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams) { Player* player = GET_PLAYER(globalCtx); s32 entranceIndex; s8 roomIndex; if ((globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA)) { roomIndex = globalCtx->roomCtx.curRoom.num; entranceIndex = gSaveContext.entranceIndex; Gameplay_SetRespawnData(globalCtx, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos, player->actor.shape.rot.y); } } void Gameplay_TriggerVoidOut(GlobalContext* globalCtx) { gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; gSaveContext.respawnFlag = 1; globalCtx->transitionTrigger = TRANS_TRIGGER_START; globalCtx->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex; globalCtx->transitionType = TRANS_TYPE_FADE_BLACK; } void Gameplay_LoadToLastEntrance(GlobalContext* globalCtx) { gSaveContext.respawnFlag = -1; globalCtx->transitionTrigger = TRANS_TRIGGER_START; if ((globalCtx->sceneNum == SCENE_GANON_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) || (globalCtx->sceneNum == SCENE_GANONTIKA_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_DEMO)) { globalCtx->nextEntranceIndex = ENTR_GANON_FINAL_0; Item_Give(globalCtx, ITEM_SWORD_MASTER); } else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) || (gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) { globalCtx->nextEntranceIndex = ENTR_SPOT00_6; } else { globalCtx->nextEntranceIndex = gSaveContext.entranceIndex; } globalCtx->transitionType = TRANS_TYPE_FADE_BLACK; } void Gameplay_TriggerRespawn(GlobalContext* globalCtx) { Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF); Gameplay_LoadToLastEntrance(globalCtx); } s32 func_800C0CB8(GlobalContext* globalCtx) { return (globalCtx->roomCtx.curRoom.mesh->polygon.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) && (YREG(15) != 0x40) && (globalCtx->sceneNum != SCENE_HAIRAL_NIWA); } s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx) { return !!globalCtx->frameAdvCtx.enabled; } s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) { TransitionActorEntry* transitionActor; s32 frontRoom; if (actor->category != ACTORCAT_DOOR) { return 0; } transitionActor = &globalCtx->transiActorCtx.list[(u16)actor->params >> 10]; frontRoom = transitionActor->sides[0].room; if (frontRoom == transitionActor->sides[1].room) { return 0; } if (frontRoom == actor->room) { *yaw = actor->shape.rot.y; } else { *yaw = actor->shape.rot.y + 0x8000; } return 1; } s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) { WaterBox* waterBox; CollisionPoly* poly; Vec3f waterSurfacePos; s32 bgId; waterSurfacePos = *pos; if (WaterBox_GetSurface1(globalCtx, &globalCtx->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y, &waterBox) == true && pos->y < waterSurfacePos.y && BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { return true; } else { return false; } }