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oot/src/code/z_map_exp.c
Dragorn421 d314cfe923
Document pause states (excluding gameover) (#1483)
* Document PauseContext.state

* Very light docs surrounding pause states

* PAUSE_STATE_UNPAUSE -> PAUSE_STATE_RESUME_GAMEPLAY and comment on purpose in the enum

* PAUSE_STATE_MAIN -> PAUSE_STATE_6

* format

* Player_InitDrawPause -> Player_InitPauseDrawData
2023-09-06 11:14:15 -04:00

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#include "global.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/textures/parameter_static/parameter_static.h"
MapData* gMapData;
s16 sPlayerInitialPosX = 0;
s16 sPlayerInitialPosZ = 0;
s16 sPlayerInitialDirection = 0;
s16 sEntranceIconMapIndex = 0;
void Map_SavePlayerInitialInfo(PlayState* play) {
Player* player = GET_PLAYER(play);
sPlayerInitialPosX = player->actor.world.pos.x;
sPlayerInitialPosZ = player->actor.world.pos.z;
sPlayerInitialDirection = (s16)((0x7FFF - player->actor.shape.rot.y) / 0x400);
}
void Map_SetPaletteData(PlayState* play, s16 room) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 paletteIndex = gMapData->roomPalette[mapIndex][room];
if (interfaceCtx->mapRoomNum == room) {
interfaceCtx->mapPaletteIndex = paletteIndex;
}
osSyncPrintf(VT_FGCOL(YELLOW));
// "PALETE Set"
osSyncPrintf("PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )\n", paletteIndex,
room, mapIndex, gSaveContext.save.info.sceneFlags[mapIndex].rooms, interfaceCtx->mapPaletteIndex);
osSyncPrintf(VT_RST);
interfaceCtx->mapPalette[paletteIndex * 2] = 2;
interfaceCtx->mapPalette[paletteIndex * 2 + 1] = 0xBF;
}
void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 room;
s16 i;
for (i = 0; i < 16; i++) {
interfaceCtx->mapPalette[i] = 0;
interfaceCtx->mapPalette[i + 16] = 0;
}
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
interfaceCtx->mapPalette[30] = 0;
interfaceCtx->mapPalette[31] = 1;
}
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:
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:
for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
room = gMapData->paletteRoom[mapIndex][floor][i];
if ((room != 0xFF) && (gSaveContext.save.info.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
Map_SetPaletteData(play, room);
}
}
break;
}
}
void Map_InitData(PlayState* play, s16 room) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 extendedMapIndex;
switch (play->sceneId) {
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:
extendedMapIndex = mapIndex;
if (play->sceneId == SCENE_GRAVEYARD) {
if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
extendedMapIndex = 0x14;
}
} else if (play->sceneId == SCENE_LAKE_HYLIA) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
extendedMapIndex = 0x15;
}
} else if (play->sceneId == SCENE_GERUDO_VALLEY) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x16;
}
} else if (play->sceneId == SCENE_GERUDOS_FORTRESS) {
if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x17;
}
}
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("%d\n", extendedMapIndex);
osSyncPrintf(VT_RST);
sEntranceIconMapIndex = extendedMapIndex;
DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment,
(uintptr_t)_map_grand_staticSegmentRomStart +
gMapData->owMinimapTexOffset[extendedMapIndex],
gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
interfaceCtx->unk_258 = mapIndex;
break;
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:
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:
osSyncPrintf(VT_FGCOL(YELLOW));
// "Deku Tree Dungeon MAP Texture DMA"
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,
mapIndex, VREG(30));
osSyncPrintf(VT_RST);
DmaMgr_RequestSyncDebug(play->interfaceCtx.mapSegment,
(uintptr_t)_map_i_staticSegmentRomStart +
((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
Map_SetFloorPalettesData(play, VREG(30));
osSyncPrintf(" 各階ONチェック\n"); // "MAP Individual Floor ON Check"
break;
}
}
void Map_InitRoomData(PlayState* play, s16 room) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
osSyncPrintf("\n\nroom_no=%d (%d)(%d)\n\n\n", room,
mapIndex, play->sceneId);
if (room >= 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:
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:
gSaveContext.save.info.sceneFlags[mapIndex].rooms |= gBitFlags[room];
osSyncPrintf("_%d\n", gSaveContext.save.info.sceneFlags[mapIndex].rooms);
interfaceCtx->mapRoomNum = room;
interfaceCtx->unk_25A = mapIndex;
Map_SetPaletteData(play, room);
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("部屋部屋=%d\n", room); // "Room Room = %d"
osSyncPrintf(VT_RST);
Map_InitData(play, room);
break;
}
} else {
interfaceCtx->mapRoomNum = 0;
}
if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
}
}
void Map_Destroy(PlayState* play) {
MapMark_ClearPointers(play);
gMapData = NULL;
}
void Map_Init(PlayState* play) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
gMapData = &gMapDataTable;
interfaceCtx->unk_258 = -1;
interfaceCtx->unk_25A = -1;
interfaceCtx->mapSegment = GameState_Alloc(&play->state, 0x1000, "../z_map_exp.c", 457);
// " texture initialization scene_data_ID=%d mapSegment=%x"
osSyncPrintf("\n\n\n テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", play->sceneId,
interfaceCtx->mapSegment, play);
ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
switch (play->sceneId) {
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:
mapIndex = play->sceneId - SCENE_HYRULE_FIELD;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
R_COMPASS_OFFSET_X = gMapData->owCompassInfo[mapIndex][2];
R_COMPASS_OFFSET_Y = gMapData->owCompassInfo[mapIndex][3];
Map_InitData(play, mapIndex);
R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
break;
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:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_TREASURE_BOX_SHOP:
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:
mapIndex = (play->sceneId >= SCENE_DEKU_TREE_BOSS) ? play->sceneId - SCENE_DEKU_TREE_BOSS : play->sceneId;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
if ((play->sceneId <= SCENE_ICE_CAVERN) || (play->sceneId >= SCENE_DEKU_TREE_BOSS)) {
R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
R_COMPASS_OFFSET_Y = gMapData->dgnCompassInfo[mapIndex][3];
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE = gMapData->dgnTexIndexBase[mapIndex];
Map_InitRoomData(play, play->roomCtx.curRoom.num);
MapMark_Init(play);
}
break;
}
}
void Minimap_DrawCompassIcons(PlayState* play) {
s32 pad;
Player* player = GET_PLAYER(play);
s16 tempX, tempZ;
OPEN_DISPS(play->state.gfxCtx, "../z_map_exp.c", 565);
if (play->interfaceCtx.minimapAlpha >= 0xAA) {
Gfx_SetupDL_42Overlay(play->state.gfxCtx);
gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
tempX = player->actor.world.pos.x;
tempZ = player->actor.world.pos.z;
tempX /= R_COMPASS_SCALE_X;
tempZ /= R_COMPASS_SCALE_Y;
Matrix_Translate((R_COMPASS_OFFSET_X + tempX) / 10.0f, (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
Matrix_RotateX(-1.6f, MTXMODE_APPLY);
tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 585),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
tempX = sPlayerInitialPosX;
tempZ = sPlayerInitialPosZ;
tempX /= R_COMPASS_SCALE_X;
tempZ /= R_COMPASS_SCALE_Y;
Matrix_Translate((R_COMPASS_OFFSET_X + tempX) / 10.0f, (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 603),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_map_exp.c", 607);
}
void Minimap_Draw(PlayState* play) {
s32 pad[2];
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s32 mapIndex = gSaveContext.mapIndex;
OPEN_DISPS(play->state.gfxCtx, "../z_map_exp.c", 626);
if (play->pauseCtx.state <= PAUSE_STATE_INIT) {
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:
if (!R_MINIMAP_DISABLED) {
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
TEXEL0, 0, PRIMITIVE, 0);
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
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 (!IS_PAUSED(&play->pauseCtx)) {
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;
}
}
}