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6e7a6d4181
* Split SaveContext struct * run formatter * Remove temporary-until-split stuff in z_sram * . * run formatter
594 lines
26 KiB
C
594 lines
26 KiB
C
#include "global.h"
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#include "terminal.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/textures/parameter_static/parameter_static.h"
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MapData* gMapData;
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s16 sPlayerInitialPosX = 0;
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s16 sPlayerInitialPosZ = 0;
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s16 sPlayerInitialDirection = 0;
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s16 sEntranceIconMapIndex = 0;
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void Map_SavePlayerInitialInfo(PlayState* play) {
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Player* player = GET_PLAYER(play);
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sPlayerInitialPosX = player->actor.world.pos.x;
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sPlayerInitialPosZ = player->actor.world.pos.z;
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sPlayerInitialDirection = (s16)((0x7FFF - player->actor.shape.rot.y) / 0x400);
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}
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void Map_SetPaletteData(PlayState* play, s16 room) {
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s32 mapIndex = gSaveContext.mapIndex;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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s16 paletteIndex = gMapData->roomPalette[mapIndex][room];
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if (interfaceCtx->mapRoomNum == room) {
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interfaceCtx->mapPaletteIndex = paletteIndex;
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}
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osSyncPrintf(VT_FGCOL(YELLOW));
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// "PALETE Set"
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osSyncPrintf("PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )\n", paletteIndex,
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room, mapIndex, gSaveContext.save.info.sceneFlags[mapIndex].rooms, interfaceCtx->mapPaletteIndex);
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osSyncPrintf(VT_RST);
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interfaceCtx->mapPalette[paletteIndex * 2] = 2;
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interfaceCtx->mapPalette[paletteIndex * 2 + 1] = 0xBF;
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}
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void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
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s32 mapIndex = gSaveContext.mapIndex;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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s16 room;
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s16 i;
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for (i = 0; i < 16; i++) {
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interfaceCtx->mapPalette[i] = 0;
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interfaceCtx->mapPalette[i + 16] = 0;
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}
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if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
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interfaceCtx->mapPalette[30] = 0;
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interfaceCtx->mapPalette[31] = 1;
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}
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switch (play->sceneId) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
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room = gMapData->paletteRoom[mapIndex][floor][i];
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if ((room != 0xFF) && (gSaveContext.save.info.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
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Map_SetPaletteData(play, room);
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}
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}
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break;
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}
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}
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void Map_InitData(PlayState* play, s16 room) {
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s32 mapIndex = gSaveContext.mapIndex;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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s16 extendedMapIndex;
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switch (play->sceneId) {
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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extendedMapIndex = mapIndex;
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if (play->sceneId == SCENE_GRAVEYARD) {
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if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
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extendedMapIndex = 0x14;
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}
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} else if (play->sceneId == SCENE_LAKE_HYLIA) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
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extendedMapIndex = 0x15;
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}
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} else if (play->sceneId == SCENE_GERUDO_VALLEY) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x16;
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}
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} else if (play->sceneId == SCENE_GERUDOS_FORTRESS) {
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if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x17;
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}
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}
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osSyncPrintf(VT_FGCOL(BLUE));
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osSyncPrintf("KKK=%d\n", extendedMapIndex);
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osSyncPrintf(VT_RST);
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sEntranceIconMapIndex = extendedMapIndex;
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DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment,
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(uintptr_t)_map_grand_staticSegmentRomStart +
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gMapData->owMinimapTexOffset[extendedMapIndex],
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gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
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interfaceCtx->unk_258 = mapIndex;
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break;
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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osSyncPrintf(VT_FGCOL(YELLOW));
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// "Deku Tree Dungeon MAP Texture DMA"
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osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
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mapIndex, VREG(30));
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osSyncPrintf(VT_RST);
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DmaMgr_RequestSyncDebug(play->interfaceCtx.mapSegment,
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(uintptr_t)_map_i_staticSegmentRomStart +
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((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
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MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
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R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
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R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
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Map_SetFloorPalettesData(play, VREG(30));
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osSyncPrintf("MAP 各階ONチェック\n"); // "MAP Individual Floor ON Check"
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break;
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}
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}
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void Map_InitRoomData(PlayState* play, s16 room) {
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s32 mapIndex = gSaveContext.mapIndex;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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osSyncPrintf("*******\n*******\nroom_no=%d (%d)(%d)\n*******\n*******\n", room,
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mapIndex, play->sceneId);
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if (room >= 0) {
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switch (play->sceneId) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.save.info.sceneFlags[mapIndex].rooms |= gBitFlags[room];
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osSyncPrintf("ROOM_INF=%d\n", gSaveContext.save.info.sceneFlags[mapIndex].rooms);
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interfaceCtx->mapRoomNum = room;
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interfaceCtx->unk_25A = mapIndex;
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Map_SetPaletteData(play, room);
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("部屋部屋=%d\n", room); // "Room Room = %d"
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osSyncPrintf(VT_RST);
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Map_InitData(play, room);
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break;
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}
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} else {
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interfaceCtx->mapRoomNum = 0;
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}
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if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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}
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}
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void Map_Destroy(PlayState* play) {
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MapMark_ClearPointers(play);
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gMapData = NULL;
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}
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void Map_Init(PlayState* play) {
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s32 mapIndex = gSaveContext.mapIndex;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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gMapData = &gMapDataTable;
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interfaceCtx->unk_258 = -1;
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interfaceCtx->unk_25A = -1;
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interfaceCtx->mapSegment = GameState_Alloc(&play->state, 0x1000, "../z_map_exp.c", 457);
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// "MAP texture initialization scene_data_ID=%d mapSegment=%x"
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osSyncPrintf("\n\n\nMAP テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", play->sceneId,
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interfaceCtx->mapSegment, play);
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ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
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switch (play->sceneId) {
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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mapIndex = play->sceneId - SCENE_HYRULE_FIELD;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
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R_COMPASS_OFFSET_X = gMapData->owCompassInfo[mapIndex][2];
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R_COMPASS_OFFSET_Y = gMapData->owCompassInfo[mapIndex][3];
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Map_InitData(play, mapIndex);
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R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
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R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
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break;
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_TREASURE_BOX_SHOP:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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mapIndex = (play->sceneId >= SCENE_DEKU_TREE_BOSS) ? play->sceneId - SCENE_DEKU_TREE_BOSS : play->sceneId;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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if ((play->sceneId <= SCENE_ICE_CAVERN) || (play->sceneId >= SCENE_DEKU_TREE_BOSS)) {
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R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
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R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
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R_COMPASS_OFFSET_Y = gMapData->dgnCompassInfo[mapIndex][3];
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R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE = gMapData->dgnTexIndexBase[mapIndex];
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Map_InitRoomData(play, play->roomCtx.curRoom.num);
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MapMark_Init(play);
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}
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break;
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}
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}
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void Minimap_DrawCompassIcons(PlayState* play) {
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s32 pad;
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Player* player = GET_PLAYER(play);
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s16 tempX, tempZ;
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OPEN_DISPS(play->state.gfxCtx, "../z_map_exp.c", 565);
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if (play->interfaceCtx.minimapAlpha >= 0xAA) {
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Gfx_SetupDL_42Overlay(play->state.gfxCtx);
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gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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tempX = player->actor.world.pos.x;
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tempZ = player->actor.world.pos.z;
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tempX /= R_COMPASS_SCALE_X;
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tempZ /= R_COMPASS_SCALE_Y;
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Matrix_Translate((R_COMPASS_OFFSET_X + tempX) / 10.0f, (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
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Matrix_RotateX(-1.6f, MTXMODE_APPLY);
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tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
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Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 585),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
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tempX = sPlayerInitialPosX;
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tempZ = sPlayerInitialPosZ;
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tempX /= R_COMPASS_SCALE_X;
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tempZ /= R_COMPASS_SCALE_Y;
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Matrix_Translate((R_COMPASS_OFFSET_X + tempX) / 10.0f, (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
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Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
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Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 603),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_map_exp.c", 607);
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}
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void Minimap_Draw(PlayState* play) {
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s32 pad[2];
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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s32 mapIndex = gSaveContext.mapIndex;
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OPEN_DISPS(play->state.gfxCtx, "../z_map_exp.c", 626);
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if (play->pauseCtx.state < 4) {
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switch (play->sceneId) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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if (!R_MINIMAP_DISABLED) {
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
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TEXEL0, 0, PRIMITIVE, 0);
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if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
|
||
|
||
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_I, MAP_I_TEX_WIDTH,
|
||
MAP_I_TEX_HEIGHT, 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_DGN_MINIMAP_X << 2, R_DGN_MINIMAP_Y << 2,
|
||
(R_DGN_MINIMAP_X + MAP_I_TEX_WIDTH) << 2,
|
||
(R_DGN_MINIMAP_Y + MAP_I_TEX_HEIGHT) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
||
1 << 10);
|
||
}
|
||
|
||
if (CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, mapIndex)) {
|
||
Minimap_DrawCompassIcons(play); // Draw icons for the player spawn and current position
|
||
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
||
MapMark_Draw(play);
|
||
}
|
||
}
|
||
|
||
if (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_L) && !Play_InCsMode(play)) {
|
||
osSyncPrintf("Game_play_demo_mode_check=%d\n", Play_InCsMode(play));
|
||
// clang-format off
|
||
if (!R_MINIMAP_DISABLED) { Audio_PlaySfxGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
|
||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||
&gSfxDefaultReverb);
|
||
} else {
|
||
Audio_PlaySfxGeneral(NA_SE_SY_CAMERA_ZOOM_DOWN, &gSfxDefaultPos, 4,
|
||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||
&gSfxDefaultReverb);
|
||
}
|
||
// clang-format on
|
||
R_MINIMAP_DISABLED ^= 1;
|
||
}
|
||
|
||
break;
|
||
case SCENE_HYRULE_FIELD:
|
||
case SCENE_KAKARIKO_VILLAGE:
|
||
case SCENE_GRAVEYARD:
|
||
case SCENE_ZORAS_RIVER:
|
||
case SCENE_KOKIRI_FOREST:
|
||
case SCENE_SACRED_FOREST_MEADOW:
|
||
case SCENE_LAKE_HYLIA:
|
||
case SCENE_ZORAS_DOMAIN:
|
||
case SCENE_ZORAS_FOUNTAIN:
|
||
case SCENE_GERUDO_VALLEY:
|
||
case SCENE_LOST_WOODS:
|
||
case SCENE_DESERT_COLOSSUS:
|
||
case SCENE_GERUDOS_FORTRESS:
|
||
case SCENE_HAUNTED_WASTELAND:
|
||
case SCENE_HYRULE_CASTLE:
|
||
case SCENE_DEATH_MOUNTAIN_TRAIL:
|
||
case SCENE_DEATH_MOUNTAIN_CRATER:
|
||
case SCENE_GORON_CITY:
|
||
case SCENE_LON_LON_RANCH:
|
||
case SCENE_OUTSIDE_GANONS_CASTLE:
|
||
if (!R_MINIMAP_DISABLED) {
|
||
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
||
|
||
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
||
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2),
|
||
interfaceCtx->minimapAlpha);
|
||
|
||
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_IA,
|
||
gMapData->owMinimapWidth[mapIndex], gMapData->owMinimapHeight[mapIndex], 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_OW_MINIMAP_X << 2, R_OW_MINIMAP_Y << 2,
|
||
(R_OW_MINIMAP_X + gMapData->owMinimapWidth[mapIndex]) << 2,
|
||
(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
|
||
0, 1 << 10, 1 << 10);
|
||
|
||
if (((play->sceneId != SCENE_KAKARIKO_VILLAGE) && (play->sceneId != SCENE_KOKIRI_FOREST) &&
|
||
(play->sceneId != SCENE_ZORAS_FOUNTAIN)) ||
|
||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
|
||
if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) ||
|
||
((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
|
||
(gSaveContext.save.info.infTable[INFTABLE_1AX_INDEX] &
|
||
gBitFlags[gMapData->owEntranceFlag[mapIndex]]))) {
|
||
|
||
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b,
|
||
8, 8, 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++,
|
||
gMapData->owEntranceIconPosX[sEntranceIconMapIndex] << 2,
|
||
gMapData->owEntranceIconPosY[sEntranceIconMapIndex] << 2,
|
||
(gMapData->owEntranceIconPosX[sEntranceIconMapIndex] + 8) << 2,
|
||
(gMapData->owEntranceIconPosY[sEntranceIconMapIndex] + 8) << 2,
|
||
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||
}
|
||
}
|
||
|
||
if ((play->sceneId == SCENE_ZORAS_FOUNTAIN) &&
|
||
(gSaveContext.save.info.infTable[INFTABLE_1AX_INDEX] & gBitFlags[INFTABLE_1A9_SHIFT])) {
|
||
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
|
||
8, 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++, 270 << 2, 154 << 2, 278 << 2, 162 << 2, G_TX_RENDERTILE, 0,
|
||
0, 1 << 10, 1 << 10);
|
||
}
|
||
|
||
Minimap_DrawCompassIcons(play); // Draw icons for the player spawn and current position
|
||
}
|
||
|
||
if (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_L) && !Play_InCsMode(play)) {
|
||
// clang-format off
|
||
if (!R_MINIMAP_DISABLED) { Audio_PlaySfxGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
|
||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||
&gSfxDefaultReverb);
|
||
} else {
|
||
Audio_PlaySfxGeneral(NA_SE_SY_CAMERA_ZOOM_DOWN, &gSfxDefaultPos, 4,
|
||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||
&gSfxDefaultReverb);
|
||
}
|
||
// clang-format on
|
||
R_MINIMAP_DISABLED ^= 1;
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
CLOSE_DISPS(play->state.gfxCtx, "../z_map_exp.c", 782);
|
||
}
|
||
|
||
s16 Map_GetFloorTextIndexOffset(s32 mapIndex, s32 floor) {
|
||
return gMapData->floorTexIndexOffset[mapIndex][floor];
|
||
}
|
||
|
||
void Map_Update(PlayState* play) {
|
||
static s16 sLastRoomNum = 99;
|
||
Player* player = GET_PLAYER(play);
|
||
s32 mapIndex = gSaveContext.mapIndex;
|
||
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
||
s16 floor;
|
||
s16 i;
|
||
|
||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
|
||
switch (play->sceneId) {
|
||
case SCENE_DEKU_TREE:
|
||
case SCENE_DODONGOS_CAVERN:
|
||
case SCENE_JABU_JABU:
|
||
case SCENE_FOREST_TEMPLE:
|
||
case SCENE_FIRE_TEMPLE:
|
||
case SCENE_WATER_TEMPLE:
|
||
case SCENE_SPIRIT_TEMPLE:
|
||
case SCENE_SHADOW_TEMPLE:
|
||
case SCENE_BOTTOM_OF_THE_WELL:
|
||
case SCENE_ICE_CAVERN:
|
||
interfaceCtx->mapPalette[30] = 0;
|
||
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
|
||
interfaceCtx->mapPalette[31] = 1;
|
||
} else {
|
||
interfaceCtx->mapPalette[31] = 0;
|
||
}
|
||
|
||
for (floor = 0; floor < 8; floor++) {
|
||
if (player->actor.world.pos.y > gMapData->floorCoordY[mapIndex][floor]) {
|
||
break;
|
||
}
|
||
}
|
||
|
||
gSaveContext.save.info.sceneFlags[mapIndex].floors |= gBitFlags[floor];
|
||
VREG(30) = floor;
|
||
if (R_MAP_TEX_INDEX != (R_MAP_TEX_INDEX_BASE + Map_GetFloorTextIndexOffset(mapIndex, floor))) {
|
||
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE + Map_GetFloorTextIndexOffset(mapIndex, floor);
|
||
}
|
||
|
||
if (interfaceCtx->mapRoomNum != sLastRoomNum) {
|
||
// "Current floor = %d Current room = %x Number of rooms = %d"
|
||
osSyncPrintf("現在階=%d 現在部屋=%x 部屋数=%d\n", floor, interfaceCtx->mapRoomNum,
|
||
gMapData->switchEntryCount[mapIndex]);
|
||
sLastRoomNum = interfaceCtx->mapRoomNum;
|
||
}
|
||
|
||
for (i = 0; i < gMapData->switchEntryCount[mapIndex]; i++) {
|
||
if ((interfaceCtx->mapRoomNum == gMapData->switchFromRoom[mapIndex][i]) &&
|
||
(floor == gMapData->switchFromFloor[mapIndex][i])) {
|
||
interfaceCtx->mapRoomNum = gMapData->switchToRoom[mapIndex][i];
|
||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||
// "Layer switching = %x"
|
||
osSyncPrintf("階層切替=%x\n", interfaceCtx->mapRoomNum);
|
||
osSyncPrintf(VT_RST);
|
||
Map_InitData(play, interfaceCtx->mapRoomNum);
|
||
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
|
||
Map_SavePlayerInitialInfo(play);
|
||
}
|
||
}
|
||
|
||
VREG(10) = interfaceCtx->mapRoomNum;
|
||
break;
|
||
case SCENE_DEKU_TREE_BOSS:
|
||
case SCENE_DODONGOS_CAVERN_BOSS:
|
||
case SCENE_JABU_JABU_BOSS:
|
||
case SCENE_FOREST_TEMPLE_BOSS:
|
||
case SCENE_FIRE_TEMPLE_BOSS:
|
||
case SCENE_WATER_TEMPLE_BOSS:
|
||
case SCENE_SPIRIT_TEMPLE_BOSS:
|
||
case SCENE_SHADOW_TEMPLE_BOSS:
|
||
VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_DEKU_TREE_BOSS];
|
||
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE +
|
||
gMapData->floorTexIndexOffset[play->sceneId - SCENE_DEKU_TREE_BOSS][VREG(30)];
|
||
break;
|
||
}
|
||
}
|
||
}
|