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oot/src/code/z_kaleido_setup.c
cadmic 8153c952f6
[ntsc-1.2] Organize n64dd declarations and convert to 1.0 addresses (#2127)
* Reorganize n64dd declarations

* Fix bss

* Really fix bss
2024-09-05 03:56:24 +09:00

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#include "global.h"
#if PLATFORM_N64
#include "n64dd.h"
#endif
/*
* The following three arrays are effectively unused.
* They are partly equivalent to the `sKaleidoSetupRightPage*` arrays below,
* but make each page correspond to the opposite page instead of the page to the right.
*/
s16 sKaleidoSetupUnusedPageIndex[] = {
PAUSE_QUEST, // PAUSE_ITEM
PAUSE_EQUIP, // PAUSE_MAP
PAUSE_ITEM, // PAUSE_QUEST
PAUSE_MAP, // PAUSE_EQUIP
};
f32 sKaleidoSetupUnusedEyeX[] = {
PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_ITEM
PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_MAP
PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_QUEST
PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_EQUIP
};
f32 sKaleidoSetupUnusedEyeZ[] = {
PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_ITEM
PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_MAP
PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_QUEST
PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_EQUIP
};
/*
* The following three arrays are used when opening the pause menu to set up a page switch such that scrolling left
* brings to the initial page.
* For example to open the menu on page PAUSE_ITEM, the menu would open on PAUSE_MAP and scroll left to PAUSE_ITEM.
*/
s16 sKaleidoSetupRightPageIndex[] = {
PAUSE_MAP, // PAUSE_ITEM
PAUSE_QUEST, // PAUSE_MAP
PAUSE_EQUIP, // PAUSE_QUEST
PAUSE_ITEM, // PAUSE_EQUIP
};
f32 sKaleidoSetupRightPageEyeX[] = {
PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_ITEM
PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_MAP
PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_QUEST
PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_EQUIP
};
f32 sKaleidoSetupRightPageEyeZ[] = {
PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_ITEM
PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_MAP
PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_QUEST
PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_EQUIP
};
void KaleidoSetup_Update(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
Input* input = &play->state.input[0];
#if PLATFORM_N64
s32 pad;
#endif
if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
gSaveContext.save.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
gSaveContext.magicState != MAGIC_STATE_FILL &&
(play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
if (OOT_DEBUG && BREG(0)) {
pauseCtx->debugState = 3;
}
} else if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
// The start button was pressed, pause
gSaveContext.prevHudVisibilityMode = gSaveContext.hudVisibilityMode;
WREG(16) = -175;
WREG(17) = 155;
pauseCtx->pageSwitchTimer = 0;
// Setting mainState here is irrelevant, mainState is only used under PAUSE_STATE_MAIN,
// which isn't involved in the initial pause menu opening page scrolling animation.
// mainState is also overwritten later before being used.
pauseCtx->mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE;
//! @bug REG collision, ZREG(48) is also R_START_LABEL_SCALE for NTSC and R_START_LABEL_DD(0) for PAL
if (ZREG(48) == 0) {
// Never reached, unused, and the data would be wrong anyway
// (scrolling left from this would not bring to the initial page)
pauseCtx->eye.x = sKaleidoSetupUnusedEyeX[pauseCtx->pageIndex];
pauseCtx->eye.z = sKaleidoSetupUnusedEyeZ[pauseCtx->pageIndex];
pauseCtx->pageIndex = sKaleidoSetupUnusedPageIndex[pauseCtx->pageIndex];
} else {
// Set eye position and pageIndex such that scrolling left brings to the desired page
pauseCtx->eye.x = sKaleidoSetupRightPageEyeX[pauseCtx->pageIndex];
pauseCtx->eye.z = sKaleidoSetupRightPageEyeZ[pauseCtx->pageIndex];
pauseCtx->pageIndex = sKaleidoSetupRightPageIndex[pauseCtx->pageIndex];
}
// Set next page mode to scroll left
pauseCtx->nextPageMode = (u16)(pauseCtx->pageIndex * 2) + 1;
pauseCtx->state = PAUSE_STATE_WAIT_LETTERBOX;
PRINTF("=%d eye.x=%f, eye.z=%f kscp_pos=%d\n", pauseCtx->nextPageMode, pauseCtx->eye.x,
pauseCtx->eye.z, pauseCtx->pageIndex);
}
if (pauseCtx->state == PAUSE_STATE_WAIT_LETTERBOX) {
WREG(2) = -6240;
R_UPDATE_RATE = 2;
if (Letterbox_GetSizeTarget() != 0) {
Letterbox_SetSizeTarget(0);
}
func_800F64E0(1);
}
}
}
void KaleidoSetup_Init(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
pauseCtx->state = PAUSE_STATE_OFF;
pauseCtx->debugState = 0;
pauseCtx->eye.x = pauseCtx->eye.y = 0.0f;
pauseCtx->eye.z = 64.0f;
pauseCtx->unk_1F0 = 936.0f;
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = 160.0f;
pauseCtx->alpha = 0;
// mainState = PAUSE_MAIN_STATE_IDLE , pageIndex = PAUSE_ITEM
pauseCtx->pageSwitchTimer = pauseCtx->mainState = pauseCtx->nextPageMode = pauseCtx->pageIndex = 0;
pauseCtx->unk_204 = -314.0f;
pauseCtx->cursorPoint[PAUSE_ITEM] = 0;
pauseCtx->cursorPoint[PAUSE_MAP] = VREG(30) + 3;
pauseCtx->cursorPoint[PAUSE_QUEST] = 0;
pauseCtx->cursorPoint[PAUSE_EQUIP] = 1;
pauseCtx->cursorPoint[PAUSE_WORLD_MAP] = 10;
pauseCtx->cursorX[PAUSE_ITEM] = 0;
pauseCtx->cursorY[PAUSE_ITEM] = 0;
pauseCtx->cursorX[PAUSE_MAP] = 0;
pauseCtx->cursorY[PAUSE_MAP] = 0;
pauseCtx->cursorX[PAUSE_QUEST] = 0;
pauseCtx->cursorY[PAUSE_QUEST] = 0;
pauseCtx->cursorX[PAUSE_EQUIP] = 1;
pauseCtx->cursorY[PAUSE_EQUIP] = 0;
pauseCtx->cursorItem[PAUSE_ITEM] = PAUSE_ITEM_NONE;
pauseCtx->cursorItem[PAUSE_MAP] = VREG(30) + 3;
pauseCtx->cursorItem[PAUSE_QUEST] = PAUSE_ITEM_NONE;
pauseCtx->cursorItem[PAUSE_EQUIP] = ITEM_SWORD_KOKIRI;
pauseCtx->cursorSlot[PAUSE_ITEM] = 0;
pauseCtx->cursorSlot[PAUSE_MAP] = VREG(30) + 3;
pauseCtx->cursorSlot[PAUSE_QUEST] = 0;
pauseCtx->cursorSlot[PAUSE_EQUIP] = pauseCtx->cursorPoint[PAUSE_EQUIP];
pauseCtx->infoPanelOffsetY = -40;
pauseCtx->nameDisplayTimer = 0;
pauseCtx->nameColorSet = 0;
pauseCtx->cursorColorSet = 4;
pauseCtx->ocarinaSongIdx = -1;
pauseCtx->cursorSpecialPos = 0;
View_Init(&pauseCtx->view, play->state.gfxCtx);
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_3C != NULL)) {
B_80121220->unk_3C();
}
#endif
}
void KaleidoSetup_Destroy(PlayState* play) {
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_40 != NULL)) {
B_80121220->unk_40();
}
#endif
}