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153 lines
5.9 KiB
C
153 lines
5.9 KiB
C
#include "global.h"
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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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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 (!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 (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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R_PAUSE_CURSOR_LEFT_X = -175;
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R_PAUSE_CURSOR_RIGHT_X = 155;
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pauseCtx->switchPageTimer = 0;
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pauseCtx->mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE; // irrelevant
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if (R_START_LABEL_DD(0) == 0) {
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// Never reached, unused, and the data would be wrong anyway
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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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osSyncPrintf("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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R_PAUSE_OFFSET_VERTICAL = -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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u64 temp = 0; // Necessary to match
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pauseCtx->state = PAUSE_STATE_OFF;
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pauseCtx->debugState = 0;
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pauseCtx->alpha = 0;
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pauseCtx->switchPageTimer = 0;
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pauseCtx->mainState = PAUSE_MAIN_STATE_IDLE;
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pauseCtx->nextPageMode = 0;
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pauseCtx->pageIndex = PAUSE_ITEM;
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pauseCtx->itemPageRoll = pauseCtx->equipPageRoll = pauseCtx->mapPageRoll = pauseCtx->questPageRoll = 160.0f;
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pauseCtx->eye.z = 64.0f;
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pauseCtx->savePromptOffsetDepth_ = 936.0f;
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pauseCtx->eye.x = pauseCtx->eye.y = 0.0f;
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pauseCtx->rollRotSavePrompt_ = -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] = QUEST_MEDALLION_FOREST;
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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] = temp;
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pauseCtx->cursorY[PAUSE_QUEST] = temp;
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pauseCtx->cursorX[PAUSE_EQUIP] = EQUIP_VALUE_SWORD_KOKIRI;
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pauseCtx->cursorY[PAUSE_EQUIP] = EQUIP_TYPE_SWORD;
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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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}
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void KaleidoSetup_Destroy(PlayState* play) {
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}
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