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oot/src/code/z_play.c
Random 89b0977e39
Decompile code_8008E6A0.c / Add CHECK_PAD macro (#156)
* Decompile code_8008E6A0.c

* Delete "counter" file
2020-05-22 08:33:10 -04:00

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#include <ultra64.h>
#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 D_801614B0;
FaultClient D_801614B8;
s16 D_801614C8;
u64 D_801614D0[0xA00];
void func_800BC450(GlobalContext* globalCtx) {
func_8005A7A8(ACTIVE_CAM, globalCtx->unk_1242B - 1);
}
void func_800BC490(GlobalContext* globalCtx, s16 point) {
if (!(point == 1 || point == 2)) {
__assert("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, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
}
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;
}
}
#ifdef NON_MATCHING
// single minor ordering difference
void func_800BC5E0(GlobalContext* globalCtx, s32 transitionType) {
TransitionContext* transitionCtx = &globalCtx->transitionCtx;
bzero(transitionCtx, sizeof(TransitionContext));
transitionCtx->transitionType = transitionType;
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->setEnvColor = TransitionCircle_SetEnvColor;
return;
}
switch (transitionCtx->transitionType) {
case 1:
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->setEnvColor = NULL;
return;
case 0:
case 8:
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->setEnvColor = NULL;
return;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 17:
case 18:
case 19:
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->setEnvColor = NULL;
return;
case 9:
case 10:
globalCtx->transitionMode = 4;
return;
case 11:
globalCtx->transitionMode = 10;
return;
case 12:
globalCtx->transitionMode = 7;
return;
case 14:
globalCtx->transitionMode = 12;
return;
case 15:
globalCtx->transitionMode = 14;
return;
case 16:
globalCtx->transitionMode = 16;
return;
}
Fault_AddHungupAndCrash("../z_play.c", 2290);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_800BC5E0.s")
#endif
void func_800BC88C(GlobalContext* globalCtx) {
globalCtx->transitionCtx.transitionType = -1;
}
Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
Gfx_SetFog2(gfx, globalCtx->lightCtx.unk_07, globalCtx->lightCtx.unk_08, globalCtx->lightCtx.unk_09, 0,
globalCtx->lightCtx.unk_0A, 1000);
}
void Gameplay_Destroy(GlobalContext* globalCtx) {
s32 pad;
Player* player = PLAYER;
globalCtx->state.gfxCtx->callback = NULL;
globalCtx->state.gfxCtx->callbackParam = 0;
SREG(91) = 0;
R_PAUSE_MENU_MODE = 0;
func_800C0F08(&globalCtx->preRenderCtx);
Effect_DeleteAll(globalCtx);
EffectSs_ClearAll(globalCtx);
CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
if (globalCtx->transitionMode == 3) {
globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.data);
func_800BC88C(globalCtx);
globalCtx->transitionMode = 0;
}
func_800B3968();
TransitionFade_Destroy(&globalCtx->transitionFade);
VisMono_Destroy(&D_80161498);
if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
func_8008ECAC(globalCtx, player);
}
func_80031C3C(&globalCtx->actorCtx, globalCtx);
func_80110990(globalCtx);
KaleidoScopeCall_Destroy(globalCtx);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
Fault_RemoveClient(&D_801614B8);
}
#ifdef NON_MATCHING
// regalloc and stack usage differences
// also missing some extra duplicated instructions
void Gameplay_Init(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx;
void* zAlloc; // 0x84
void* zAllocAligned;
u32 zAllocSize; // 0x7C
Player* player; // 0x78
EntranceInfo* spawnEntrance;
s32 playerStartCamId;
u8 tempSetupIndex; // 0x6F
s32 i;
gfxCtx = globalCtx->state.gfxCtx;
if (gSaveContext.entranceIndex == -1) {
gSaveContext.entranceIndex = 0;
globalCtx->state.running = false;
SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext);
return;
}
SystemArena_Display();
GameState_Realloc(globalCtx, 0x1D4790);
KaleidoManager_Init(globalCtx);
View_Init(&globalCtx->view, gfxCtx);
func_800F6828(0);
Quake_Init();
for (i = 0; i < 4; i++) {
globalCtx->cameraPtrs[i] = NULL;
}
func_80057C6C(&globalCtx->cameras[0], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->cameras[0], 7);
for (i = 0; i < 3; i++) {
func_80057C6C(&globalCtx->cameras[i + 1], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->cameras[i + 1], 0x100);
}
globalCtx->cameraPtrs[0] = &globalCtx->cameras[0];
globalCtx->cameraPtrs[0]->uid = 0;
globalCtx->activeCamera = 0;
func_8005AC48(&globalCtx->cameras[0], 0xFF);
func_800A9D28(globalCtx, &globalCtx->sub_1F74);
func_80112098(globalCtx);
func_80110F68(globalCtx);
func_80110450(globalCtx);
func_8006BA00(globalCtx);
Effect_InitContext(globalCtx);
EffectSs_InitInfo(globalCtx, 0x55);
func_8005D3BC(globalCtx, &globalCtx->colChkCtx);
SkelAnime_AnimationCtxReset(&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 != 0xFFFFU) {
gSaveContext.dayTime = gSaveContext.nextDayTime;
gSaveContext.environmentTime = gSaveContext.nextDayTime;
}
if ((gSaveContext.dayTime >= 0xC001) || (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_CHILD && (gSaveContext.nightFlag == 0)) {
gSaveContext.sceneSetupIndex = 0;
} else if (LINK_IS_CHILD && (gSaveContext.nightFlag != 0)) {
gSaveContext.sceneSetupIndex = 1;
} else if (LINK_IS_ADULT && (gSaveContext.nightFlag == 0)) {
gSaveContext.sceneSetupIndex = 2;
} else {
gSaveContext.sceneSetupIndex = 3;
}
tempSetupIndex = gSaveContext.sceneSetupIndex;
if ((gEntranceTable[gSaveContext.entranceIndex].scene == SCENE_SPOT00) && LINK_IS_CHILD &&
(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[gSaveContext.entranceIndex].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
(gSaveContext.sceneSetupIndex < 4)) {
if (gSaveContext.eventChkInf[4] & 0x100) {
gSaveContext.sceneSetupIndex = 3;
} else {
gSaveContext.sceneSetupIndex = 2;
}
}
spawnEntrance = &gEntranceTable[gSaveContext.entranceIndex + gSaveContext.sceneSetupIndex];
Gameplay_SpawnScene(globalCtx, spawnEntrance->scene, spawnEntrance->spawn);
osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", 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[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.unk_14++;
gSaveContext.unk_18++;
gSaveContext.dogIsLost = true;
if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
Inventory_ReplaceItem(globalCtx, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
func_8010B680(globalCtx, 0x3066, 0);
}
gSaveContext.nextDayTime = 0xFFFE;
} else {
gSaveContext.nextDayTime = 0xFFFD;
}
}
SREG(91) = -1;
R_PAUSE_MENU_MODE = 0;
func_800C0EA8(&globalCtx->preRenderCtx);
func_800C0E70(&globalCtx->preRenderCtx, 0x140, 0xF0, 0, 0, 0);
func_800C0ED8(&globalCtx->preRenderCtx, 0x140, 0xF0, 0, 0);
gTrnsnUnkState = 0;
globalCtx->transitionMode = 0;
func_8008E6A0(&globalCtx->sub_7B8);
Math_Rand_Seed((u32)osGetTime());
Matrix_Init(&globalCtx->state);
globalCtx->state.main = Gameplay_Main;
globalCtx->state.destroy = Gameplay_Destroy;
globalCtx->sceneLoadFlag = -0x14;
globalCtx->unk_11E16 = 0xFF;
globalCtx->unk_11E18 = 0;
globalCtx->unk_11DE9 = 0;
if (gSaveContext.gameMode != 1) {
if (gSaveContext.nextTransition == 0xFF) {
globalCtx->fadeTransition =
(gEntranceTable[gSaveContext.entranceIndex + tempSetupIndex].field >> 7) & 0x7F; // Fade In
} else {
globalCtx->fadeTransition = gSaveContext.nextTransition;
gSaveContext.nextTransition = 0xFF;
}
} else {
globalCtx->fadeTransition = 6;
}
func_800B3908();
TransitionFade_Init(&globalCtx->transitionFade);
TransitionFade_SetType(&globalCtx->transitionFade, 3);
TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
TransitionFade_Start(&globalCtx->transitionFade);
VisMono_Init(&D_80161498);
D_801614B0.a = 0x00;
Flags_UnsetAllEnv(globalCtx);
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&globalCtx->state.tha));
zAllocSize = THA_GetSize(&globalCtx->state.tha);
zAlloc = GameState_AllocEnd(&globalCtx->state, zAllocSize, "../z_play.c", 2918);
zAllocAligned = (void*)(((u32)zAlloc + 8) & ~0xF);
ZeldaArena_Init(zAllocAligned, zAllocSize - (u32)zAllocAligned + (u32)zAlloc);
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(s32)((u32)zAllocAligned + zAllocSize) - (s32)((u32)zAllocAligned - (u32)zAlloc)); // "Zelda Heap"
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
func_800304DC(globalCtx, &globalCtx->actorCtx, globalCtx->linkActorEntry);
while (!func_800973FC(globalCtx, &globalCtx->roomCtx)) {
; // Empty Loop
}
player = PLAYER;
func_80058148(&globalCtx->cameras[0], player);
func_8005A444(&globalCtx->cameras[0], 0);
playerStartCamId = player->actor.params & 0xFF;
if (playerStartCamId != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId);
func_8005A7A8(&globalCtx->cameras[0], playerStartCamId);
}
if (YREG(15) == 0x20) {
globalCtx->unk_1242B = 2;
} else if (YREG(15) == 0x10) {
globalCtx->unk_1242B = 1;
} else {
globalCtx->unk_1242B = 0;
}
Interface_SetSceneRestrictions(globalCtx);
func_800758AC(globalCtx);
gSaveContext.seqIndex = globalCtx->soundCtx.musicSeq;
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nighttimeSFX;
func_8002DF18(globalCtx, PLAYER);
func_800A390C(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, 0x5000);
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Init.s")
#endif
#ifdef NON_MATCHING
// regalloc and stack usage differences
// also missing an extra move instruction
void Gameplay_Update(GlobalContext* globalCtx) {
s32 sp80;
Input* input;
u32 i; // 0x78
s32 temp;
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 * 0.0009765625f);
}
osSyncPrintf("\n");
}
if ((HREG(81) == 18) && (HREG(82) < 0)) {
HREG(82) = 0;
ActorOverlayTable_LogPrint();
}
gSegments[4] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSegments[5] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSegments[2] = PHYSICAL_TO_VIRTUAL(globalCtx->sceneSegment);
if (func_8008E6AC(&globalCtx->sub_7B8, &input[1]) != 0) {
if ((globalCtx->transitionMode == 0) && (globalCtx->sceneLoadFlag != 0)) {
globalCtx->transitionMode = 1;
}
if (gTrnsnUnkState != 0) {
switch (gTrnsnUnkState) {
case 2:
if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == 0) {
osSyncPrintf("fbdemo_init呼出し失敗\n"); // "fbdemo_init call failed!"
gTrnsnUnkState = 0;
} else {
sTrnsnUnk.zBuffer = gZBuffer;
gTrnsnUnkState = 3;
R_UPDATE_RATE = 1;
}
break;
case 3:
func_800B23E8(&sTrnsnUnk);
break;
}
}
if (globalCtx->transitionMode != 0) {
switch (globalCtx->transitionMode) {
case 1:
if (globalCtx->sceneLoadFlag != -0x14) {
s16 sp6E = 0;
Interface_ChangeAlpha(1);
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
sp6E = (gSaveContext.cutsceneIndex & 0xF) + 4;
}
if (!(gEntranceTable[globalCtx->nextEntranceIndex + sp6E].field & 0x8000)) { // Continue BGM Off
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111"); // "Sound initalized. 111"
if ((globalCtx->fadeTransition < 56) && (func_80077600() == 0)) {
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222"); // "Sound initalized. 222"
func_800F6964(0x14);
gSaveContext.seqIndex = 0xFF;
gSaveContext.nightSeqIndex = 0xFF;
}
}
}
if (CREG(11) == 0) {
func_800BC5E0(globalCtx, globalCtx->fadeTransition);
} else {
func_800BC5E0(globalCtx, CREG(12));
}
if (globalCtx->transitionMode >= 4) {
break;
}
case 2:
globalCtx->transitionCtx.init(&globalCtx->transitionCtx.data);
if ((globalCtx->transitionCtx.transitionType >> 5) == 1) {
globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data,
globalCtx->transitionCtx.transitionType | 0x80);
}
gSaveContext.unk_1419 = 14;
if ((globalCtx->transitionCtx.transitionType == 8) ||
(globalCtx->transitionCtx.transitionType == 9)) {
gSaveContext.unk_1419 = 28;
}
gSaveContext.fadeDuration = 60;
if ((globalCtx->transitionCtx.transitionType == 4) ||
(globalCtx->transitionCtx.transitionType == 5)) {
gSaveContext.fadeDuration = 20;
} else if ((globalCtx->transitionCtx.transitionType == 6) ||
(globalCtx->transitionCtx.transitionType == 7)) {
gSaveContext.fadeDuration = 150;
} else if (globalCtx->transitionCtx.transitionType == 17) {
gSaveContext.fadeDuration = 2;
}
if ((globalCtx->transitionCtx.transitionType == 3) ||
(globalCtx->transitionCtx.transitionType == 5) ||
(globalCtx->transitionCtx.transitionType == 7) ||
(globalCtx->transitionCtx.transitionType == 13) ||
(globalCtx->transitionCtx.transitionType == 17)) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
}
} else if (globalCtx->transitionCtx.transitionType == 18) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x8C, 0x8C, 0x64, 0xFF));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x8C, 0x8C, 0x64, 0xFF));
}
} else if (globalCtx->transitionCtx.transitionType == 19) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x46, 0x64, 0x6E, 0xFF));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x46, 0x64, 0x6E, 0xFF));
}
} else {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x00, 0x00, 0x00, 0x00));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x00, 0x00, 0x00, 0x00));
}
}
if (globalCtx->sceneLoadFlag == -0x14) {
globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data, 1);
} else {
globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data, 2);
}
globalCtx->transitionCtx.start(&globalCtx->transitionCtx);
if (globalCtx->transitionCtx.transitionType == 13) {
globalCtx->transitionMode = 11;
} else {
globalCtx->transitionMode = 3;
}
break;
case 3:
if (globalCtx->transitionCtx.isDone(&globalCtx->transitionCtx) != 0) {
if (globalCtx->transitionCtx.transitionType >= 56) {
if (globalCtx->sceneLoadFlag == -0x14) {
globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx);
func_800BC88C(globalCtx);
globalCtx->transitionMode = 0;
}
} else if (globalCtx->sceneLoadFlag != -0x14) {
globalCtx->state.running = 0;
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, func_80811A20, char[0x1CAE0]);
}
} else {
globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx);
func_800BC88C(globalCtx);
globalCtx->transitionMode = 0;
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
}
}
globalCtx->sceneLoadFlag = 0;
} else {
globalCtx->transitionCtx.update(&globalCtx->transitionCtx.data, R_UPDATE_RATE);
}
break;
}
switch (globalCtx->transitionMode) {
case 4:
D_801614C8 = 0;
globalCtx->envCtx.unk_E1 = 1;
globalCtx->envCtx.unk_E2[0] = 0xA0;
globalCtx->envCtx.unk_E2[1] = 0xA0;
globalCtx->envCtx.unk_E2[2] = 0xA0;
if (globalCtx->sceneLoadFlag != -0x14) {
globalCtx->envCtx.unk_E2[3] = 0;
globalCtx->transitionMode = 5;
} else {
globalCtx->envCtx.unk_E2[3] = 0xFF;
globalCtx->transitionMode = 6;
}
break;
case 5:
globalCtx->envCtx.unk_E2[3] = (D_801614C8 / 20.0f) * 255.0f;
if (D_801614C8 >= 20 && 1) {
globalCtx->state.running = 0;
SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext);
gSaveContext.entranceIndex = globalCtx->nextEntranceIndex;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
} else {
D_801614C8++;
}
break;
case 6:
globalCtx->envCtx.unk_E2[3] = (1 - D_801614C8 / 20.0f) * 255.0f;
if (D_801614C8 >= 20 && 1) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
globalCtx->envCtx.unk_E1 = 0;
} else {
D_801614C8++;
}
break;
case 7:
D_801614C8 = 0;
globalCtx->envCtx.unk_E1 = 1;
globalCtx->envCtx.unk_E2[0] = 0xAA;
globalCtx->envCtx.unk_E2[1] = 0xA0;
globalCtx->envCtx.unk_E2[2] = 0x96;
if (globalCtx->sceneLoadFlag != -0x14) {
globalCtx->envCtx.unk_E2[3] = 0;
globalCtx->transitionMode = 5;
} else {
globalCtx->envCtx.unk_E2[3] = 0xFF;
globalCtx->transitionMode = 6;
}
break;
case 10:
if (0) {} // Improves codegen
if (globalCtx->sceneLoadFlag != -0x14) {
globalCtx->state.running = 0;
SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext);
gSaveContext.entranceIndex = globalCtx->nextEntranceIndex;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
} else {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
}
break;
case 11:
if (gSaveContext.unk_1410 != 0) {
globalCtx->transitionMode = 3;
}
break;
case 12:
if (globalCtx->sceneLoadFlag != -0x14) {
globalCtx->envCtx.unk_E6 = 1;
globalCtx->transitionMode = 13;
} else {
globalCtx->envCtx.unk_E6 = 2;
globalCtx->envCtx.unk_E7 = 0xFF;
globalCtx->envCtx.unk_E8 = 0xFF;
globalCtx->transitionMode = 13;
}
break;
case 13:
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (globalCtx->sceneLoadFlag == -0x14) {
if (globalCtx->envCtx.unk_E7 < 0x6E) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
}
} else {
if (globalCtx->envCtx.unk_E8 == 0xFF) {
if (0) {} // Improves codegen
globalCtx->state.running = 0;
SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext);
gSaveContext.entranceIndex = globalCtx->nextEntranceIndex;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
}
}
break;
case 14:
if (globalCtx->sceneLoadFlag == -0x14) {
globalCtx->envCtx.unk_E6 = 4;
globalCtx->envCtx.unk_E7 = 0xFF;
globalCtx->envCtx.unk_E8 = 0xFF;
LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!", "../z_play.c", 3471); // "It's here!!!!!!!!!"
globalCtx->transitionMode = 15;
} else {
globalCtx->transitionMode = 12;
}
break;
case 15:
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (globalCtx->sceneLoadFlag == -0x14) {
if (globalCtx->envCtx.unk_E7 <= 0) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
}
}
break;
case 16:
D_801614C8 = 0;
globalCtx->envCtx.unk_E1 = 1;
globalCtx->envCtx.unk_E2[0] = 0;
globalCtx->envCtx.unk_E2[1] = 0;
globalCtx->envCtx.unk_E2[2] = 0;
globalCtx->envCtx.unk_E2[3] = 0xFF;
globalCtx->transitionMode = 17;
break;
case 17:
if (gSaveContext.unk_1410 != 0) {
globalCtx->envCtx.unk_E2[3] = gSaveContext.unk_1410;
if (gSaveContext.unk_1410 < 0x65) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
globalCtx->sceneLoadFlag = 0;
globalCtx->transitionMode = 0;
}
}
break;
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3533);
}
temp = HREG(63);
if (1 && (gTrnsnUnkState != 3)) {
if (1 && temp) {
LOG_NUM("1", 1, "../z_play.c", 3542);
}
if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == 0) && (globalCtx->unk_10A20 == 0)) {
func_8006EA30(globalCtx);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3551);
}
sp80 = (globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.flag != 0);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3555);
}
SkelAnime_AnimationCtxReset(&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.unk_00 != 0) && (globalCtx->actorCtx.unk_00-- < 5)) {
osSyncPrintf("FINISH=%d\n", globalCtx->actorCtx.unk_00);
if ((globalCtx->actorCtx.unk_00 > 0) && ((globalCtx->actorCtx.unk_00 % 2) != 0)) {
globalCtx->envCtx.unk_E1 = 1;
globalCtx->envCtx.unk_E2[0] = globalCtx->envCtx.unk_E2[1] = globalCtx->envCtx.unk_E2[2] = 0x96;
globalCtx->envCtx.unk_E2[3] = 0x50;
} else {
globalCtx->envCtx.unk_E1 = 0;
}
} 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);
}
func_8006139C(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);
}
func_800622E4(globalCtx, &globalCtx->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3631);
}
CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3637);
}
if (globalCtx->unk_11DE9 == 0) {
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_PAD(input[0].press, U_CBUTTONS)) {
if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.flag != 0)) {
// Translates to: "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 (func_8008E988(globalCtx)) {
// Translates to: "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, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} 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.flag != 0)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3721);
}
KaleidoScopeCall_Update(globalCtx);
} else if (globalCtx->unk_10A20 != 0) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3727);
}
func_801104C8(globalCtx);
} else {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3733);
}
func_8010F6F0(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);
}
func_800A390C(globalCtx, &globalCtx->animationCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3771);
}
func_8006BA30(globalCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3777);
}
func_800B39B8(R_UPDATE_RATE);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3783);
}
TransitionFade_Update(&globalCtx->transitionFade, R_UPDATE_RATE);
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3799);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3801);
}
if ((sp80 == 0) || (D_8011D394 != 0)) {
s32 i; // 0x54
s32 camIdx;
Vec3s sp48;
globalCtx->nextCamera = globalCtx->activeCamera;
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3806);
}
for (i = 0, camIdx = globalCtx->nextCamera; i < 4; i++) {
if ((i != camIdx) && (globalCtx->cameraPtrs[i] != NULL)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3809);
}
func_800591EC(&sp48, globalCtx->cameraPtrs[i]);
camIdx = globalCtx->nextCamera;
}
}
func_800591EC(&sp48, globalCtx->cameraPtrs[camIdx]);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3814);
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3816);
}
func_80070C24(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx,
&globalCtx->unk_10A20, globalCtx->state.gfxCtx);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Update.s")
#endif
void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.flag != 0)) {
KaleidoScopeCall_Draw(globalCtx);
}
if (gSaveContext.gameMode == 0) {
Interface_Draw(globalCtx);
}
func_8010F58C(globalCtx);
if (globalCtx->unk_10A20 != 0) {
func_80110460(globalCtx);
}
}
#ifdef NON_MATCHING
// regalloc, stakc usage and minor ordering differences
void Gameplay_Draw(GlobalContext* globalCtx) {
LightMapper* sp228;
Vec3f sp21C;
GraphicsContext* gfxCtx;
Gfx* dispRefs[4]; // 0x208
gfxCtx = globalCtx->state.gfxCtx;
Graph_OpenDisps(dispRefs, gfxCtx, "../z_play.c", 3907);
gSegments[4] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSegments[5] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSegments[2] = PHYSICAL_TO_VIRTUAL(globalCtx->sceneSegment);
gSPSegment(gfxCtx->polyOpa.p++, 0x00, NULL);
gSPSegment(gfxCtx->polyXlu.p++, 0x00, NULL);
gSPSegment(gfxCtx->overlay.p++, 0x00, NULL);
gSPSegment(gfxCtx->polyOpa.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->polyXlu.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->overlay.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(gfxCtx->polyOpa.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->polyXlu.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->overlay.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(gfxCtx->polyOpa.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(gfxCtx->polyXlu.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(gfxCtx->overlay.p++, 0x02, globalCtx->sceneSegment);
func_80095248(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
gfxCtx->polyOpa.p = func_800BC8A0(globalCtx, gfxCtx->polyOpa.p);
gfxCtx->polyXlu.p = func_800BC8A0(globalCtx, gfxCtx->polyXlu.p);
func_800AA460(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.unk_0C);
func_800AAA50(&globalCtx->view, 15);
Matrix_MtxToMtxF(&globalCtx->view.viewing, &globalCtx->mf_11DA0);
Matrix_MtxToMtxF(&globalCtx->view.projection, &globalCtx->mf_11D60);
Matrix_Mult(&globalCtx->mf_11D60, MTXMODE_NEW);
Matrix_Mult(&globalCtx->mf_11DA0, MTXMODE_APPLY);
Matrix_Get(&globalCtx->mf_11D60);
globalCtx->mf_11DA0.mf[3][2] = 0.0f;
globalCtx->mf_11DA0.mf[3][1] = 0.0f;
globalCtx->mf_11DA0.mf[3][0] = 0.0f;
globalCtx->mf_11DA0.mf[2][3] = 0.0f;
globalCtx->mf_11DA0.mf[1][3] = 0.0f;
globalCtx->mf_11DA0.mf[0][3] = 0.0f;
Matrix_Reverse(&globalCtx->mf_11DA0);
globalCtx->unk_11DE0 = Matrix_MtxFToMtx(Matrix_CheckFloats(&globalCtx->mf_11DA0, "../z_play.c", 4005),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
gSPSegment(gfxCtx->polyOpa.p++, 0x01, globalCtx->unk_11DE0);
if ((HREG(80) != 10) || (HREG(92) != 0)) {
Gfx* sp1CC = gfxCtx->polyOpa.p;
Gfx* gfxP = Graph_GfxPlusOne(gfxCtx->polyOpa.p);
gSPDisplayList(gfxCtx->overlay.p++, gfxP);
if ((globalCtx->transitionMode == 3) || (globalCtx->transitionMode == 11) ||
(globalCtx->transitionCtx.transitionType >= 56)) {
View view; // 0xA0
Viewport viewport; // 0x90
View_Init(&view, gfxCtx);
view.flags = 2 | 8;
VIEWPORT_INIT(viewport, SCREEN_HEIGHT, SCREEN_WIDTH, 0, 0);
View_SetViewport(&view, &viewport);
func_800AB9EC(&view, 15, &gfxP);
globalCtx->transitionCtx.draw(&globalCtx->transitionCtx.data, &gfxP);
}
TransitionFade_Draw(&globalCtx->transitionFade, &gfxP);
if (D_801614B0.a > 0x00) {
D_80161498.primColor.rgba = D_801614B0.rgba;
VisMono_Draw(&D_80161498, &gfxP);
}
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
gfxCtx->polyOpa.p = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = gfxCtx->polyOpa.p;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
gfxCtx->polyOpa.p = sp88;
goto Gameplay_Draw_DrawOverlayElements;
} else {
func_800C0ED8(&globalCtx->preRenderCtx, 0x140, 0xF0, gfxCtx->curFrameBuffer, gZBuffer);
if (R_PAUSE_MENU_MODE == 2) {
MsgEvent_SendNullTask();
func_800C3770(&globalCtx->preRenderCtx);
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 = gfxCtx->polyOpa.p;
func_800C24BC(&globalCtx->preRenderCtx, &sp84);
gfxCtx->polyOpa.p = sp84;
goto Gameplay_Draw_DrawOverlayElements;
} else {
s32 sp80;
if ((HREG(80) != 10) || (HREG(83) != 0)) {
if (globalCtx->skyboxId != 0) {
s32 skyboxId = globalCtx->skyboxId;
if ((globalCtx->skyboxId != 0x1D) && !globalCtx->envCtx.skyDisabled) {
if ((globalCtx->skyboxId == 1) || (skyboxId == 5)) {
func_8006FC88(globalCtx->skyboxId, &globalCtx->envCtx, &globalCtx->skyboxCtx);
SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId,
globalCtx->envCtx.unk_13, globalCtx->view.eye.x, globalCtx->view.eye.y,
globalCtx->view.eye.z);
} else if (globalCtx->skyboxCtx.unk_140 == 0) {
SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, 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) {
func_800730DC(globalCtx);
}
}
if ((HREG(80) != 10) || (HREG(90) & 1)) {
func_80074D6C(globalCtx);
}
if ((HREG(80) != 10) || (HREG(90) & 4)) {
func_800750C0(globalCtx);
func_8007542C(globalCtx, 0);
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
sp228 = Lights_CreateMapper(&globalCtx->lightCtx, gfxCtx);
func_8007A474(sp228, globalCtx->lightCtx.lightsHead, 0);
func_80079EFC(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) {
if (ACTIVE_CAM->unk_142 != 0x19) {
Vec3f sp74;
func_8005AFB4(&sp74, ACTIVE_CAM);
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) {
func_80074704(globalCtx, &globalCtx->view, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
func_8007672C(gfxCtx, 0, 0, 0, globalCtx->unk_11E18, 1);
}
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.unk_04.x;
sp21C.y = globalCtx->view.eye.y + globalCtx->envCtx.unk_04.y;
sp21C.z = globalCtx->view.eye.z + globalCtx->envCtx.unk_04.z;
func_80073988(globalCtx, &globalCtx->envCtx, &globalCtx->view, gfxCtx, sp21C, 0);
}
func_80075E68(globalCtx);
}
if ((HREG(80) != 10) || (HREG(87) != 0)) {
if (MREG(64) != 0) {
func_8007672C(gfxCtx, MREG(65), MREG(66), MREG(67), MREG(68), 3);
}
if (globalCtx->envCtx.unk_E1) {} // Necessary to match
if (globalCtx->envCtx.unk_E1 == 1) {
func_8007672C(gfxCtx, globalCtx->envCtx.unk_E2[0], globalCtx->envCtx.unk_E2[1],
globalCtx->envCtx.unk_E2[2], globalCtx->envCtx.unk_E2[3], 3);
} else {
// Also necessary to match
}
}
if ((HREG(80) != 10) || (HREG(88) != 0)) {
if (globalCtx->envCtx.unk_E6 != 0) {
func_80076934(globalCtx);
}
}
if ((HREG(80) != 10) || (HREG(93) != 0)) {
DebugDisplay_DrawObjects(globalCtx);
}
if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) {
Gfx* sp70 = gfxCtx->overlay.p;
globalCtx->preRenderCtx.unk_10 = gfxCtx->curFrameBuffer;
globalCtx->preRenderCtx.unk_14 = gZBuffer;
func_800C1F20(&globalCtx->preRenderCtx, &sp70);
if (R_PAUSE_MENU_MODE == 1) {
globalCtx->preRenderCtx.unk_18 = gfxCtx->curFrameBuffer;
func_800C20B4(&globalCtx->preRenderCtx, &sp70);
R_PAUSE_MENU_MODE = 2;
} else {
gTrnsnUnkState = 2;
}
gfxCtx->overlay.p = sp70;
globalCtx->preRenderCtx.unk_A3 = 2;
SREG(33) |= 1;
} else {
Gameplay_Draw_DrawOverlayElements:
if ((HREG(80) != 10) || (HREG(89) != 0)) {
Gameplay_DrawOverlayElements(globalCtx);
}
}
}
}
}
if (globalCtx->view.unk_124 != 0) {
Vec3s sp50;
func_800591EC(&sp50, ACTIVE_CAM);
func_800AB944(&globalCtx->view);
globalCtx->view.unk_124 = 0;
if ((globalCtx->skyboxId != 0) && (globalCtx->skyboxId != 0x1D) && !globalCtx->envCtx.skyDisabled) {
SkyboxDraw_UpdateMatrix(&globalCtx->skyboxCtx, globalCtx->view.eye.x, globalCtx->view.eye.y,
globalCtx->view.eye.z);
}
}
func_80059EC8(ACTIVE_CAM);
Graph_CloseDisps(dispRefs, gfxCtx, "../z_play.c", 4508);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
#endif
void Gameplay_Main(GlobalContext* globalCtx) {
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 != 0) || func_8008E988(globalCtx);
}
#ifdef NON_MATCHING
// saved register usage differences and possibly stack usage or regalloc differences
f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) {
PosRot sp50;
f32 temp_f0;
f32 phi_f12;
f32 phi_f16;
f32 sp40;
f32 sp3C;
f32 sp38;
f32 sp34;
sp40 = func_8003CB30(globalCtx, &globalCtx->colCtx, &sp50, mf);
if (sp40 > -32000.0f) {
sp3C = sp50.rot.x * (1.0f / 32767.0f);
sp38 = sp50.rot.y * (1.0f / 32767.0f);
sp34 = sp50.rot.z * (1.0f / 32767.0f);
temp_f0 = sqrtf(1.0f - SQ(sp3C));
if (temp_f0 != 0.0f) {
phi_f12 = sp38 * temp_f0;
phi_f16 = -sp34 * temp_f0;
} else {
phi_f12 = 0.0f;
phi_f16 = 0.0f;
}
mf->xx = temp_f0;
mf->xy = -sp3C * phi_f12;
mf->xz = sp3C * phi_f16;
mf->yx = sp3C;
mf->yy = sp38;
mf->zy = phi_f16;
mf->zz = phi_f12;
mf->xw = 0.0f;
mf->yw = 0.0f;
mf->zx = 0.0f;
mf->zw = 0.0f;
mf->yz = sp34;
mf->wx = vec->x;
mf->wy = sp40;
mf->wz = vec->z;
mf->ww = 1.0f;
} else {
mf->yx = 0.0f;
mf->xz = 0.0f;
mf->xy = 0.0f;
mf->xx = 0.0f;
mf->zw = 0.0f;
mf->zx = 0.0f;
mf->yw = 0.0f;
mf->xw = 0.0f;
mf->zz = 0.0f;
mf->zy = 0.0f;
mf->yz = 0.0f;
mf->yy = 1.0f;
mf->wx = vec->x;
mf->wy = vec->y;
mf->wz = vec->z;
mf->ww = 1.0f;
}
return sp40;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_800BFCB8.s")
#endif
void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file) {
u32 size;
void* allocp;
size = file->vromEnd - file->vromStart;
allocp = GameState_AllocEnd(&globalCtx->state, size, "../z_play.c", 4692);
DmaMgr_SendRequest1(allocp, file->vromStart, size, "../z_play.c", 4694);
return allocp;
}
void Gameplay_InitSkybox(GlobalContext* globalCtx, s16 skyboxId) {
func_800B0E50(globalCtx, &globalCtx->skyboxCtx, skyboxId);
func_8006F140(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->nbSetupActors = 0;
Object_InitBank(globalCtx, &globalCtx->objectCtx);
func_8007A614(globalCtx, &globalCtx->lightCtx);
func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(globalCtx, globalCtx->sceneSegment);
Gameplay_InitSkybox(globalCtx, globalCtx->skyboxId);
}
void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) {
Scene* 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) * 0.0009765625f);
globalCtx->sceneSegment = Gameplay_LoadFile(globalCtx, &scene->sceneFile);
scene->unk_13 = 0;
if (globalCtx->sceneSegment == NULL) {
__assert("this->sceneSegment != NULL", "../z_play.c", 4960);
}
gSegments[2] = PHYSICAL_TO_VIRTUAL(globalCtx->sceneSegment);
Gameplay_InitScene(globalCtx, spawn);
osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(globalCtx, &globalCtx->roomCtx) * 0.0009765625f);
}
void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest) {
f32 temp;
Matrix_Mult(&globalCtx->mf_11D60, MTXMODE_NEW);
Matrix_MultVec3f(src, dest);
temp = globalCtx->mf_11D60.ww +
(globalCtx->mf_11D60.xw * src->x + globalCtx->mf_11D60.yw * src->y + globalCtx->mf_11D60.zw * 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 = 1; i < 4; i++) {
if (globalCtx->cameraPtrs[i] == NULL) {
break;
}
}
if (i == 4) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST);
return -1;
}
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->cameras[i];
func_80057C6C(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
globalCtx->cameraPtrs[i]->unk_164 = i;
return i;
}
s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx) {
return globalCtx->activeCamera;
}
void Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
if (status == 7) {
globalCtx->activeCamera = camIdx;
}
Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status);
}
void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
if (camIdx == 0) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST);
}
if (globalCtx->cameraPtrs[camIdx] != NULL) {
Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], 0x100);
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 i;
for (i = 1; i < 4; i++) {
if (globalCtx->cameraPtrs[i] != NULL) {
Gameplay_ClearCamera(globalCtx, i);
}
}
globalCtx->activeCamera = 0;
}
Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
return globalCtx->cameraPtrs[camIdx];
}
s32 func_800C04D8(GlobalContext* globalCtx, s16 camId, Vec3f* arg2, Vec3f* arg3) {
u32 ret;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera;
Player* player;
camera = globalCtx->cameraPtrs[camIdx];
ret = func_8005AA90(camera, 1, arg2);
ret *= 2;
ret |= func_8005AA90(camera, 2, arg3);
if (1) {} // Necessary to match
camera->unk_DC = Math3D_Vec3f_DistXYZ(arg2, arg3);
player = camera->player;
if (player != NULL) {
camera->unk_E4.x = arg2->x - player->actor.posRot.pos.x;
camera->unk_E4.y = arg2->y - player->actor.posRot.pos.y;
camera->unk_E4.z = arg2->z - player->actor.posRot.pos.z;
} else {
camera->unk_E4.x = camera->unk_E4.y = camera->unk_E4.z = 0.0f;
}
camera->unk_100 = 0.01f;
return ret;
}
#ifdef NON_MATCHING
// missing an extra stack store/load instruction pair
s32 func_800C05E4(GlobalContext* globalCtx, s16 camId, Vec3f* arg2, Vec3f* arg3, Vec3f* arg4) {
u32 ret;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera;
Player* player;
camera = globalCtx->cameraPtrs[camIdx];
if (1) {} // Probably necessary to match
ret = func_8005AA90(camera, 1, arg2);
ret *= 2;
ret |= func_8005AA90(camera, 2, arg3);
ret *= 2;
ret |= func_8005AA90(camera, 4, arg4);
camera->unk_DC = func_800CB678(arg2, arg3);
player = camera->player;
if (player != NULL) {
camera->unk_E4.x = arg2->x - player->actor.posRot.pos.x;
camera->unk_E4.y = arg2->y - player->actor.posRot.pos.y;
camera->unk_E4.z = arg2->z - player->actor.posRot.pos.z;
} else {
camera->unk_E4.x = camera->unk_E4.y = camera->unk_E4.z = 0.0f;
}
camera->unk_100 = 0.01f;
return ret;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_800C05E4.s")
#endif
#ifdef NON_MATCHING
// missing an extra move instruction
s32 func_800C0704(GlobalContext* globalCtx, s16 camId, f32 arg2) {
return (func_8005AA90(globalCtx->cameraPtrs[camId], 32, &arg2) & 1);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_800C0704.s")
#endif
s32 func_800C0744(GlobalContext* globalCtx, s16 camId, s16 arg2) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera;
camera = globalCtx->cameraPtrs[camIdx];
camera->unk_15A = arg2;
return 1;
}
void func_800C078C(GlobalContext* globalCtx, s16 camId1, s16 camId2) {
s16 camIdx2 = (camId2 == -1) ? globalCtx->activeCamera : camId2;
s16 camIdx1 = (camId1 == -1) ? globalCtx->activeCamera : camId1;
func_8005AE64(globalCtx->cameraPtrs[camIdx1], globalCtx->cameraPtrs[camIdx2]);
}
void func_800C0808(GlobalContext* globalCtx, s16 camId, s32 arg2, s16 arg3) {
Camera* camera;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
camera = globalCtx->cameraPtrs[camIdx];
func_80058148(camera, arg2);
func_8005A77C(camera, arg3);
}
void func_800C0874(GlobalContext* globalCtx, s16 camId, s16 arg2) {
func_8005A77C(Gameplay_GetCamera(globalCtx, camId), arg2);
}
void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
s16 i;
Gameplay_ClearCamera(globalCtx, camIdx);
for (i = 1; i < 4; 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, 0, 7);
globalCtx->cameraPtrs[0]->unk_14E = globalCtx->cameraPtrs[0]->unk_162 = 0;
} else {
func_800800F8(globalCtx, 1020, arg2, NULL, 0);
}
}
s16 func_800C09A4(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 != 7) {
return 2;
} else {
return 1;
}
}
void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) {
SaveSceneFlags* sceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
sceneFlags->chest = globalCtx->actorCtx.flags.chest;
sceneFlags->swch = globalCtx->actorCtx.flags.swch;
sceneFlags->clear = globalCtx->actorCtx.flags.clear;
sceneFlags->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 = PLAYER;
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.posRot.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->sceneLoadFlag = 0x14;
globalCtx->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
globalCtx->fadeTransition = 2;
}
void Gameplay_LoadToLastEntrance(GlobalContext* globalCtx) {
gSaveContext.respawnFlag = -1;
globalCtx->sceneLoadFlag = 0x14;
if ((globalCtx->sceneNum == SCENE_GANON_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) ||
(globalCtx->sceneNum == SCENE_GANONTIKA_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_DEMO)) {
globalCtx->nextEntranceIndex = 0x043F;
Item_Give(globalCtx, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == 0x028A) || (gSaveContext.entranceIndex == 0x028E) ||
(gSaveContext.entranceIndex == 0x0292) || (gSaveContext.entranceIndex == 0x0476)) {
globalCtx->nextEntranceIndex = 0x01F9;
} else {
globalCtx->nextEntranceIndex = gSaveContext.entranceIndex;
}
globalCtx->fadeTransition = 2;
}
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 func_800C0D28(GlobalContext* globalCtx) {
return (globalCtx->sub_7B8.toggle != 0);
}
s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
TransitionActorEntry* transitionActor;
if (actor->type != ACTORTYPE_DOOR) {
return 0;
}
transitionActor = &globalCtx->transitionActorList[(u16)actor->params >> 10];
if (transitionActor->backRoom == transitionActor->frontRoom) {
return 0;
}
if (actor->room == transitionActor->frontRoom) {
*yaw = actor->shape.rot.y;
} else {
*yaw = actor->shape.rot.y + 0x8000;
}
return 1;
}
s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* arg1) {
UNK_TYPE sp3C;
CollisionPoly* sp38;
Vec3f sp2C;
s32 sp28;
sp2C = *arg1;
if ((func_8004213C(globalCtx, &globalCtx->colCtx, sp2C.x, sp2C.z, &sp2C.y, &sp3C) == 1) && (arg1->y < sp2C.y) &&
(func_8003C940(&globalCtx->colCtx, &sp38, &sp28, &sp2C) != -32000.0f)) {
return 1;
} else {
return 0;
}
}