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4f65d08eb5
* Rumble doc * Fixes, suggested changes * Improve padmgr retrace callback related code * Name some rumble-adjacent things, further suggested changes * Further suggested changes * Suggested changes
151 lines
5.5 KiB
C
151 lines
5.5 KiB
C
#include "global.h"
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void GameOver_Init(PlayState* play) {
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play->gameOverCtx.state = GAMEOVER_INACTIVE;
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}
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void GameOver_FadeInLights(PlayState* play) {
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GameOverContext* gameOverCtx = &play->gameOverCtx;
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if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
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(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
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Environment_FadeInGameOverLights(play);
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}
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}
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// This variable cannot be moved into this file as all of z_message_PAL rodata is in the way
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extern s16 gGameOverTimer;
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void GameOver_Update(PlayState* play) {
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GameOverContext* gameOverCtx = &play->gameOverCtx;
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s16 i;
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s16 j;
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s32 rumbleStrength;
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s32 rumbleDuration;
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s32 rumbleDecreaseRate;
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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Message_CloseTextbox(play);
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gSaveContext.timer1State = 0;
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gSaveContext.timer2State = 0;
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CLEAR_EVENTINF(EVENTINF_10);
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// search inventory for spoiling items and revert if necessary
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for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
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if (INV_CONTENT(ITEM_POCKET_EGG) == gSpoilingItems[i]) {
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INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
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// search c buttons for the found spoiling item and revert if necessary
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
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if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
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gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
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Interface_LoadItemIcon1(play, j);
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}
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}
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}
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}
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// restore "temporary B" to the B Button if not a sword item
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if (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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}
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gSaveContext.nayrusLoveTimer = 2000;
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gSaveContext.naviTimer = 0;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
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gSaveContext.eventInf[0] = 0;
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gSaveContext.eventInf[1] = 0;
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gSaveContext.eventInf[2] = 0;
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gSaveContext.eventInf[3] = 0;
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
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Environment_InitGameOverLights(play);
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gGameOverTimer = 20;
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if (1) {}
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rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
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rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
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rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
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Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
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(CLAMP_MAX(rumbleDuration * 3, 255)),
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((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
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gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
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break;
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case GAMEOVER_DEATH_WAIT_GROUND:
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break;
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case GAMEOVER_DEATH_DELAY_MENU:
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gGameOverTimer--;
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if (gGameOverTimer == 0) {
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play->pauseCtx.state = 8;
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gameOverCtx->state++;
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Rumble_Reset();
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}
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break;
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case GAMEOVER_REVIVE_START:
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gameOverCtx->state++;
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gGameOverTimer = 0;
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Environment_InitGameOverLights(play);
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Letterbox_SetSizeTarget(32);
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return;
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case GAMEOVER_REVIVE_RUMBLE:
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gGameOverTimer = 50;
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gameOverCtx->state++;
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if (1) {}
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rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
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rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
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rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
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Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
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(CLAMP_MAX(rumbleDuration * 3, 255)),
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((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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gGameOverTimer--;
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if (gGameOverTimer == 0) {
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gGameOverTimer = 64;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_WAIT_FAIRY:
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gGameOverTimer--;
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if (gGameOverTimer == 0) {
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gGameOverTimer = 50;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_FADE_OUT:
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Environment_FadeOutGameOverLights(play);
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gGameOverTimer--;
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if (gGameOverTimer == 0) {
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gameOverCtx->state = GAMEOVER_INACTIVE;
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}
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break;
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}
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}
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