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8153c952f6
* Reorganize n64dd declarations * Fix bss * Really fix bss
192 lines
7 KiB
C
192 lines
7 KiB
C
#include "global.h"
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#if PLATFORM_N64
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#include "n64dd.h"
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#endif
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/*
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* The following three arrays are effectively unused.
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* They are partly equivalent to the `sKaleidoSetupRightPage*` arrays below,
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* but make each page correspond to the opposite page instead of the page to the right.
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*/
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s16 sKaleidoSetupUnusedPageIndex[] = {
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PAUSE_QUEST, // PAUSE_ITEM
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PAUSE_EQUIP, // PAUSE_MAP
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PAUSE_ITEM, // PAUSE_QUEST
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PAUSE_MAP, // PAUSE_EQUIP
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};
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f32 sKaleidoSetupUnusedEyeX[] = {
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PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_ITEM
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PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_MAP
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PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_QUEST
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PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_EQUIP
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};
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f32 sKaleidoSetupUnusedEyeZ[] = {
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PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_ITEM
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PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_MAP
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PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_QUEST
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PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_EQUIP
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};
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/*
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* The following three arrays are used when opening the pause menu to set up a page switch such that scrolling left
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* brings to the initial page.
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* For example to open the menu on page PAUSE_ITEM, the menu would open on PAUSE_MAP and scroll left to PAUSE_ITEM.
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*/
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s16 sKaleidoSetupRightPageIndex[] = {
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PAUSE_MAP, // PAUSE_ITEM
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PAUSE_QUEST, // PAUSE_MAP
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PAUSE_EQUIP, // PAUSE_QUEST
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PAUSE_ITEM, // PAUSE_EQUIP
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};
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f32 sKaleidoSetupRightPageEyeX[] = {
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PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_ITEM
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PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_MAP
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PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_QUEST
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PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_EQUIP
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};
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f32 sKaleidoSetupRightPageEyeZ[] = {
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PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_ITEM
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PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_MAP
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PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_QUEST
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PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_EQUIP
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};
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void KaleidoSetup_Update(PlayState* play) {
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PauseContext* pauseCtx = &play->pauseCtx;
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Input* input = &play->state.input[0];
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#if PLATFORM_N64
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s32 pad;
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#endif
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if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
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play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
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gSaveContext.save.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
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gSaveContext.magicState != MAGIC_STATE_FILL &&
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(play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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if (OOT_DEBUG && BREG(0)) {
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pauseCtx->debugState = 3;
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}
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} else if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
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// The start button was pressed, pause
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gSaveContext.prevHudVisibilityMode = gSaveContext.hudVisibilityMode;
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WREG(16) = -175;
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WREG(17) = 155;
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pauseCtx->pageSwitchTimer = 0;
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// Setting mainState here is irrelevant, mainState is only used under PAUSE_STATE_MAIN,
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// which isn't involved in the initial pause menu opening page scrolling animation.
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// mainState is also overwritten later before being used.
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pauseCtx->mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE;
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//! @bug REG collision, ZREG(48) is also R_START_LABEL_SCALE for NTSC and R_START_LABEL_DD(0) for PAL
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if (ZREG(48) == 0) {
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// Never reached, unused, and the data would be wrong anyway
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// (scrolling left from this would not bring to the initial page)
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pauseCtx->eye.x = sKaleidoSetupUnusedEyeX[pauseCtx->pageIndex];
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pauseCtx->eye.z = sKaleidoSetupUnusedEyeZ[pauseCtx->pageIndex];
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pauseCtx->pageIndex = sKaleidoSetupUnusedPageIndex[pauseCtx->pageIndex];
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} else {
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// Set eye position and pageIndex such that scrolling left brings to the desired page
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pauseCtx->eye.x = sKaleidoSetupRightPageEyeX[pauseCtx->pageIndex];
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pauseCtx->eye.z = sKaleidoSetupRightPageEyeZ[pauseCtx->pageIndex];
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pauseCtx->pageIndex = sKaleidoSetupRightPageIndex[pauseCtx->pageIndex];
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}
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// Set next page mode to scroll left
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pauseCtx->nextPageMode = (u16)(pauseCtx->pageIndex * 2) + 1;
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pauseCtx->state = PAUSE_STATE_WAIT_LETTERBOX;
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PRINTF("Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d\n", pauseCtx->nextPageMode, pauseCtx->eye.x,
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pauseCtx->eye.z, pauseCtx->pageIndex);
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}
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if (pauseCtx->state == PAUSE_STATE_WAIT_LETTERBOX) {
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WREG(2) = -6240;
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R_UPDATE_RATE = 2;
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if (Letterbox_GetSizeTarget() != 0) {
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Letterbox_SetSizeTarget(0);
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}
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func_800F64E0(1);
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}
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}
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}
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void KaleidoSetup_Init(PlayState* play) {
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PauseContext* pauseCtx = &play->pauseCtx;
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pauseCtx->state = PAUSE_STATE_OFF;
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pauseCtx->debugState = 0;
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pauseCtx->eye.x = pauseCtx->eye.y = 0.0f;
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pauseCtx->eye.z = 64.0f;
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pauseCtx->unk_1F0 = 936.0f;
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pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = 160.0f;
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pauseCtx->alpha = 0;
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// mainState = PAUSE_MAIN_STATE_IDLE , pageIndex = PAUSE_ITEM
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pauseCtx->pageSwitchTimer = pauseCtx->mainState = pauseCtx->nextPageMode = pauseCtx->pageIndex = 0;
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pauseCtx->unk_204 = -314.0f;
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pauseCtx->cursorPoint[PAUSE_ITEM] = 0;
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pauseCtx->cursorPoint[PAUSE_MAP] = VREG(30) + 3;
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pauseCtx->cursorPoint[PAUSE_QUEST] = 0;
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pauseCtx->cursorPoint[PAUSE_EQUIP] = 1;
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pauseCtx->cursorPoint[PAUSE_WORLD_MAP] = 10;
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pauseCtx->cursorX[PAUSE_ITEM] = 0;
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pauseCtx->cursorY[PAUSE_ITEM] = 0;
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pauseCtx->cursorX[PAUSE_MAP] = 0;
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pauseCtx->cursorY[PAUSE_MAP] = 0;
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pauseCtx->cursorX[PAUSE_QUEST] = 0;
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pauseCtx->cursorY[PAUSE_QUEST] = 0;
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pauseCtx->cursorX[PAUSE_EQUIP] = 1;
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pauseCtx->cursorY[PAUSE_EQUIP] = 0;
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pauseCtx->cursorItem[PAUSE_ITEM] = PAUSE_ITEM_NONE;
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pauseCtx->cursorItem[PAUSE_MAP] = VREG(30) + 3;
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pauseCtx->cursorItem[PAUSE_QUEST] = PAUSE_ITEM_NONE;
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pauseCtx->cursorItem[PAUSE_EQUIP] = ITEM_SWORD_KOKIRI;
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pauseCtx->cursorSlot[PAUSE_ITEM] = 0;
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pauseCtx->cursorSlot[PAUSE_MAP] = VREG(30) + 3;
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pauseCtx->cursorSlot[PAUSE_QUEST] = 0;
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pauseCtx->cursorSlot[PAUSE_EQUIP] = pauseCtx->cursorPoint[PAUSE_EQUIP];
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pauseCtx->infoPanelOffsetY = -40;
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pauseCtx->nameDisplayTimer = 0;
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pauseCtx->nameColorSet = 0;
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pauseCtx->cursorColorSet = 4;
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pauseCtx->ocarinaSongIdx = -1;
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pauseCtx->cursorSpecialPos = 0;
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View_Init(&pauseCtx->view, play->state.gfxCtx);
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#if PLATFORM_N64
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if ((B_80121220 != NULL) && (B_80121220->unk_3C != NULL)) {
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B_80121220->unk_3C();
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}
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#endif
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}
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void KaleidoSetup_Destroy(PlayState* play) {
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#if PLATFORM_N64
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if ((B_80121220 != NULL) && (B_80121220->unk_40 != NULL)) {
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B_80121220->unk_40();
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}
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#endif
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}
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