1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-12-02 15:55:59 +00:00
oot/src/code/z_play.c
engineer124 934d488420
z_play: Camera Docs and Cleanup (#1460)
* begin docs

* More suggestions

* more docs

* timer to duration

* partial PR review

* init data with player

* consistent comments

* withPlayer to usingPlayer
2022-12-17 16:07:31 -05:00

1809 lines
70 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#include "global.h"
#include "quake.h"
#include "terminal.h"
void* D_8012D1F0 = NULL;
UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
TransitionUnk sTrnsnUnk;
s32 gTrnsnUnkState;
VisMono D_80161498;
Color_RGBA8_u32 D_801614B0;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
u64 D_801614D0[0xA00];
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
// This macro prints the number "1" with a file and line number if R_ENABLE_PLAY_LOGS is enabled.
// For example, it can be used to trace the play state execution at a high level.
#define PLAY_LOG(line) \
do { \
if (R_ENABLE_PLAY_LOGS) { \
LOG_NUM("1", 1, "../z_play.c", line); \
} \
} while (0)
void Play_ChangeViewpointBgCamIndex(PlayState* this) {
Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
}
void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
ASSERT(viewpoint == VIEWPOINT_LOCKED || viewpoint == VIEWPOINT_PIVOT, "point == 1 || point == 2", "../z_play.c",
2160);
this->viewpoint = viewpoint;
if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
// Play a sfx when the player toggles the camera
Audio_PlaySfxGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
Play_ChangeViewpointBgCamIndex(this);
}
/**
* @return true if the currently set viewpoint is the same as the one provided in the argument
*/
s32 Play_CheckViewpoint(PlayState* this, s16 viewpoint) {
return (viewpoint == this->viewpoint);
}
/**
* If the scene is a shop, set the viewpoint that will set the bgCamIndex
* to toggle the camera into a "browsing item selection" setting.
*/
void Play_SetShopBrowsingViewpoint(PlayState* this) {
osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
}
}
void Play_SetupTransition(PlayState* this, s32 transitionType) {
TransitionContext* transitionCtx = &this->transitionCtx;
bzero(transitionCtx, sizeof(TransitionContext));
transitionCtx->transitionType = transitionType;
// circle types
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->setUnkColor = TransitionCircle_SetUnkColor;
} else {
switch (transitionCtx->transitionType) {
case TRANS_TYPE_TRIFORCE:
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->setUnkColor = NULL;
break;
case TRANS_TYPE_WIPE:
case TRANS_TYPE_WIPE_FAST:
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->setUnkColor = NULL;
break;
case TRANS_TYPE_FADE_BLACK:
case TRANS_TYPE_FADE_WHITE:
case TRANS_TYPE_FADE_BLACK_FAST:
case TRANS_TYPE_FADE_WHITE_FAST:
case TRANS_TYPE_FADE_BLACK_SLOW:
case TRANS_TYPE_FADE_WHITE_SLOW:
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
case TRANS_TYPE_FADE_WHITE_INSTANT:
case TRANS_TYPE_FADE_GREEN:
case TRANS_TYPE_FADE_BLUE:
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->setUnkColor = NULL;
break;
case TRANS_TYPE_FILL_WHITE2:
case TRANS_TYPE_FILL_WHITE:
this->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
break;
case TRANS_TYPE_INSTANT:
this->transitionMode = TRANS_MODE_INSTANT;
break;
case TRANS_TYPE_FILL_BROWN:
this->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
break;
case TRANS_TYPE_SANDSTORM_PERSIST:
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
break;
case TRANS_TYPE_SANDSTORM_END:
this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
break;
case TRANS_TYPE_CS_BLACK_FILL:
this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
break;
default:
Fault_AddHungupAndCrash("../z_play.c", 2290);
break;
}
}
}
void func_800BC88C(PlayState* this) {
this->transitionCtx.transitionType = -1;
}
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
this->lightCtx.fogNear, 1000);
}
void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
Player* player = GET_PLAYER(this);
this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackParam = NULL;
SREG(91) = 0;
R_PAUSE_MENU_MODE = 0;
PreRender_Destroy(&this->pauseBgPreRender);
Effect_DeleteAll(this);
EffectSs_ClearAll(this);
CollisionCheck_DestroyContext(this, &this->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
if (this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
}
Letterbox_Destroy();
TransitionFade_Destroy(&this->transitionFade);
VisMono_Destroy(&D_80161498);
if (gSaveContext.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
Player_SetEquipmentData(this, player);
}
func_80031C3C(&this->actorCtx, this);
Interface_Destroy(this);
KaleidoScopeCall_Destroy(this);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
Fault_RemoveClient(&D_801614B8);
}
void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
u32 zAlloc;
u32 zAllocAligned;
size_t zAllocSize;
Player* player;
s32 playerStartBgCamIndex;
s32 i;
u8 baseSceneLayer;
s32 pad[2];
if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
gSaveContext.entranceIndex = 0;
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, TitleSetupState);
return;
}
SystemArena_Display();
GameState_Realloc(&this->state, 0x1D4790);
KaleidoManager_Init(this);
View_Init(&this->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STAT_ACTIVE);
for (i = 0; i < 3; i++) {
Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STAT_UNK100);
}
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
Sram_Init(this, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
GameOver_Init(this);
SfxSource_InitAll(this);
Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
func_8006450C(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.cutsceneIndex == 0xFFFD) {
gSaveContext.cutsceneIndex = 0;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
gSaveContext.dayTime = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if (gSaveContext.dayTime > CLOCK_TIME(18, 0) || gSaveContext.dayTime < CLOCK_TIME(6, 30)) {
gSaveContext.nightFlag = 1;
} else {
gSaveContext.nightFlag = 0;
}
Cutscene_HandleConditionalTriggers(this);
if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.cutsceneIndex >= 0xFFF0) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
} else if (!LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_CHILD_DAY;
} else if (!LINK_IS_ADULT && !IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_CHILD_NIGHT;
} else if (LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneLayer = SCENE_LAYER_ADULT_DAY;
} else {
gSaveContext.sceneLayer = SCENE_LAYER_ADULT_NIGHT;
}
// save the base scene layer (before accounting for the special cases below) to use later for the transition type
baseSceneLayer = gSaveContext.sceneLayer;
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
!IS_CUTSCENE_LAYER) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
gSaveContext.sceneLayer = 1;
} else {
gSaveContext.sceneLayer = 0;
}
} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_KOKIRI_FOREST) &&
LINK_IS_ADULT && !IS_CUTSCENE_LAYER) {
gSaveContext.sceneLayer = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
}
Play_SpawnScene(this,
gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].sceneId,
gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].spawn);
osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneLayer);
// When entering Gerudo Valley in the credits, 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[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_GERUDO_VALLEY) &&
gSaveContext.sceneLayer == 6) {
osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
((void (*)(void))0x81000000)();
osSyncPrintf("出戻り?\n"); // "Return?"
}
Cutscene_HandleEntranceTriggers(this);
KaleidoScopeCall_Init(this);
Interface_Init(this);
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
gSaveContext.totalDays++;
gSaveContext.bgsDayCount++;
gSaveContext.dogIsLost = true;
if (Inventory_ReplaceItem(this, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
Message_StartTextbox(this, 0x3066, NULL);
}
gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
} else {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
}
}
SREG(91) = -1;
R_PAUSE_MENU_MODE = 0;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, NULL);
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL);
gTrnsnUnkState = 0;
this->transitionMode = TRANS_MODE_OFF;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed((u32)osGetTime());
Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->unk_11E16 = 0xFF;
this->unk_11E18 = 0;
this->unk_11DE9 = false;
if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
this->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
gEntranceTable[((void)0, gSaveContext.entranceIndex) + baseSceneLayer].field);
} else {
this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
this->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
}
Letterbox_Init();
TransitionFade_Init(&this->transitionFade);
TransitionFade_SetType(&this->transitionFade, 3);
TransitionFade_SetColor(&this->transitionFade, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFade);
VisMono_Init(&D_80161498);
D_801614B0.a = 0;
Flags_UnsetAllEnv(this);
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetRemaining(&this->state.tha));
zAllocSize = THA_GetRemaining(&this->state.tha);
zAlloc = (u32)GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918);
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init((void*)zAllocAligned, zAllocSize - zAllocAligned + zAlloc);
// "Zelda Heap"
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
Actor_InitContext(this, &this->actorCtx, this->playerEntry);
while (!func_800973FC(this, &this->roomCtx)) {
; // Empty Loop
}
player = GET_PLAYER(this);
Camera_InitDataUsingPlayer(&this->mainCamera, player);
Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartBgCamIndex = player->actor.params & 0xFF;
if (playerStartBgCamIndex != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
}
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_LOCKED;
} else {
this->viewpoint = VIEWPOINT_NONE;
}
Interface_SetSceneRestrictions(this);
Environment_PlaySceneSequence(this);
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
func_8002DF18(this, GET_PLAYER(this));
AnimationContext_Update(this, &this->animationCtx);
gSaveContext.respawnFlag = 0;
if (dREG(95) != 0) {
D_8012D1F0 = D_801614D0;
osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0);
DmaMgr_DmaRomToRam(0x03FEB000, D_8012D1F0, sizeof(D_801614D0));
}
}
void Play_Update(PlayState* this) {
s32 pad1;
s32 sp80;
Input* input;
u32 i;
s32 pad2;
input = this->state.input;
if ((SREG(1) < 0) || (DREG(0) != 0)) {
SREG(1) = 0;
ZeldaArena_Display();
}
if ((R_HREG_MODE == HREG_MODE_PRINT_OBJECT_TABLE) && (R_PRINT_OBJECT_TABLE_TRIGGER < 0)) {
R_PRINT_OBJECT_TABLE_TRIGGER = 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 / 1024.0f);
}
osSyncPrintf("\n");
}
// HREG(81) was very likely intended to be HREG(80), which would make more sense given how the
// HREG debugging system works. If this condition used HREG(80) instead, `HREG_MODE_PRINT_OBJECT_TABLE`
// would also include the actor overlay table and HREG(82) would be used to trigger it instead.
if ((HREG(81) == 18) && (HREG(82) < 0)) {
HREG(82) = 0;
ActorOverlayTable_LogPrint();
}
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) {
this->transitionMode = TRANS_MODE_SETUP;
}
if (gTrnsnUnkState != 0) {
switch (gTrnsnUnkState) {
case 2:
if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == NULL) {
osSyncPrintf("fbdemo_init呼出し失敗\n"); // "fbdemo_init call failed!"
gTrnsnUnkState = 0;
} else {
sTrnsnUnk.zBuffer = (u16*)gZBuffer;
gTrnsnUnkState = 3;
R_UPDATE_RATE = 1;
}
break;
case 3:
func_800B23E8(&sTrnsnUnk);
break;
}
}
if (this->transitionMode) { // != TRANS_MODE_OFF
switch (this->transitionMode) {
case TRANS_MODE_SETUP:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
s16 sceneLayer = SCENE_LAYER_CHILD_DAY;
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING);
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
}
// fade out bgm if "continue bgm" flag is not set
if (!(gEntranceTable[this->nextEntranceIndex + sceneLayer].field &
ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
// "Sound initialized. 111"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
if ((this->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
// "Sound initialized. 222"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222");
func_800F6964(0x14);
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
}
}
}
if (!R_TRANS_DBG_ENABLED) {
Play_SetupTransition(this, this->transitionType);
} else {
Play_SetupTransition(this, R_TRANS_DBG_TYPE);
}
if (this->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) {
// non-instance modes break out of this switch
break;
}
FALLTHROUGH;
case TRANS_MODE_INSTANCE_INIT:
this->transitionCtx.init(&this->transitionCtx.instanceData);
// circle types
if ((this->transitionCtx.transitionType >> 5) == 1) {
this->transitionCtx.setType(&this->transitionCtx.instanceData,
this->transitionCtx.transitionType | TC_SET_PARAMS);
}
gSaveContext.transWipeSpeed = 14;
if ((this->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) {
//! @bug TRANS_TYPE_FILL_WHITE2 will never reach this code.
//! It is a non-instance type transition which doesn't run this case.
gSaveContext.transWipeSpeed = 28;
}
gSaveContext.transFadeDuration = 60;
if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) {
gSaveContext.transFadeDuration = 20;
} else if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) {
gSaveContext.transFadeDuration = 150;
} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) {
gSaveContext.transFadeDuration = 2;
}
if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(160, 160, 160, 255));
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(160, 160, 160, 255));
}
} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(140, 140, 100, 255));
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(140, 140, 100, 255));
}
} else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(70, 100, 110, 255));
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData,
RGBA8(70, 100, 110, 255));
}
} else {
this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0));
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0));
}
}
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->transitionCtx.setType(&this->transitionCtx.instanceData, 1);
} else {
this->transitionCtx.setType(&this->transitionCtx.instanceData, 2);
}
this->transitionCtx.start(&this->transitionCtx.instanceData);
if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) {
this->transitionMode = TRANS_MODE_INSTANCE_WAIT;
} else {
this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_INSTANCE_RUNNING:
if (this->transitionCtx.isDone(&this->transitionCtx.instanceData)) {
if (this->transitionCtx.transitionType >= TRANS_TYPE_MAX) {
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
}
} else if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->state.running = false;
if (gSaveContext.gameMode != GAMEMODE_FILE_SELECT) {
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
gSaveContext.entranceIndex = this->nextEntranceIndex;
if (gSaveContext.minigameState == 1) {
gSaveContext.minigameState = 3;
}
} else {
SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, FileSelectState);
}
} else {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
}
}
this->transitionTrigger = TRANS_TRIGGER_OFF;
} else {
this->transitionCtx.update(&this->transitionCtx.instanceData, R_UPDATE_RATE);
}
break;
}
// update non-instance transitions
switch (this->transitionMode) {
case TRANS_MODE_FILL_WHITE_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 160;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 160;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_FILL_IN:
this->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_OUT:
this->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
this->envCtx.fillScreen = false;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_BROWN_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 170;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 150;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_INSTANT:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
break;
case TRANS_MODE_INSTANCE_WAIT:
if (gSaveContext.cutsceneTransitionControl != 0) {
this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_SANDSTORM_INIT:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.sandstormState = SANDSTORM_FILL;
this->transitionMode = TRANS_MODE_SANDSTORM;
} else {
this->envCtx.sandstormState = SANDSTORM_UNFILL;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
this->transitionMode = TRANS_MODE_SANDSTORM;
}
break;
case TRANS_MODE_SANDSTORM:
Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA < 110) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
} else {
if (this->envCtx.sandstormEnvA == 255) {
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
gSaveContext.entranceIndex = this->nextEntranceIndex;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_SANDSTORM_END_INIT:
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->envCtx.sandstormState = SANDSTORM_DISSIPATE;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
// "It's here!!!!!!!!!"
LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!", "../z_play.c", 3471);
this->transitionMode = TRANS_MODE_SANDSTORM_END;
} else {
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
}
break;
case TRANS_MODE_SANDSTORM_END:
Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA <= 0) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_CS_BLACK_FILL_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 0;
this->envCtx.screenFillColor[1] = 0;
this->envCtx.screenFillColor[2] = 0;
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_CS_BLACK_FILL;
break;
case TRANS_MODE_CS_BLACK_FILL:
if (gSaveContext.cutsceneTransitionControl != 0) {
this->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl <= 100) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
}
}
PLAY_LOG(3533);
if (1 && (gTrnsnUnkState != 3)) {
PLAY_LOG(3542);
if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (this->msgCtx.msgMode == MSGMODE_NONE) &&
(this->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(this);
}
PLAY_LOG(3551);
sp80 = (this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0);
PLAY_LOG(3555);
AnimationContext_Reset(&this->animationCtx);
PLAY_LOG(3561);
Object_UpdateBank(&this->objectCtx);
PLAY_LOG(3577);
if ((sp80 == 0) && (IREG(72) == 0)) {
PLAY_LOG(3580);
this->gameplayFrames++;
Rumble_SetUpdateEnabled(true);
if (this->actorCtx.freezeFlashTimer && (this->actorCtx.freezeFlashTimer-- < 5)) {
osSyncPrintf("FINISH=%d\n", this->actorCtx.freezeFlashTimer);
if ((this->actorCtx.freezeFlashTimer > 0) && ((this->actorCtx.freezeFlashTimer % 2) != 0)) {
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] =
this->envCtx.screenFillColor[2] = 150;
this->envCtx.screenFillColor[3] = 80;
} else {
this->envCtx.fillScreen = false;
}
} else {
PLAY_LOG(3606);
func_800973FC(this, &this->roomCtx);
PLAY_LOG(3612);
CollisionCheck_AT(this, &this->colChkCtx);
PLAY_LOG(3618);
CollisionCheck_OC(this, &this->colChkCtx);
PLAY_LOG(3624);
CollisionCheck_Damage(this, &this->colChkCtx);
PLAY_LOG(3631);
CollisionCheck_ClearContext(this, &this->colChkCtx);
PLAY_LOG(3637);
if (!this->unk_11DE9) {
Actor_UpdateAll(this, &this->actorCtx);
}
PLAY_LOG(3643);
func_80064558(this, &this->csCtx);
PLAY_LOG(3648);
func_800645A0(this, &this->csCtx);
PLAY_LOG(3651);
Effect_UpdateAll(this);
PLAY_LOG(3657);
EffectSs_UpdateAll(this);
PLAY_LOG(3662);
}
} else {
Rumble_SetUpdateEnabled(false);
}
PLAY_LOG(3672);
func_80095AA0(this, &this->roomCtx.curRoom, &input[1], 0);
PLAY_LOG(3675);
func_80095AA0(this, &this->roomCtx.prevRoom, &input[1], 1);
PLAY_LOG(3677);
if (this->viewpoint != VIEWPOINT_NONE) {
if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
// "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 (Player_InCsMode(this)) {
// "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 (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
Audio_PlaySfxGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
// C-Up toggle for houses, move between pivot camera and fixed camera
// Toggle viewpoint between VIEWPOINT_LOCKED and VIEWPOINT_PIVOT
Play_SetViewpoint(this, this->viewpoint ^ (VIEWPOINT_LOCKED ^ VIEWPOINT_PIVOT));
}
}
Play_ChangeViewpointBgCamIndex(this);
}
PLAY_LOG(3708);
Skybox_Update(&this->skyboxCtx);
PLAY_LOG(3716);
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
PLAY_LOG(3721);
KaleidoScopeCall_Update(this);
} else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
PLAY_LOG(3727);
GameOver_Update(this);
} else {
PLAY_LOG(3733);
Message_Update(this);
}
PLAY_LOG(3737);
PLAY_LOG(3742);
Interface_Update(this);
PLAY_LOG(3765);
AnimationContext_Update(this, &this->animationCtx);
PLAY_LOG(3771);
SfxSource_UpdateAll(this);
PLAY_LOG(3777);
Letterbox_Update(R_UPDATE_RATE);
PLAY_LOG(3783);
TransitionFade_Update(&this->transitionFade, R_UPDATE_RATE);
} else {
goto skip;
}
}
PLAY_LOG(3799);
skip:
PLAY_LOG(3801);
if ((sp80 == 0) || gDbgCamEnabled) {
s32 pad3[5];
s32 i;
this->nextCamId = this->activeCamId;
PLAY_LOG(3806);
for (i = 0; i < NUM_CAMS; i++) {
if ((i != this->nextCamId) && (this->cameraPtrs[i] != NULL)) {
PLAY_LOG(3809);
Camera_Update(this->cameraPtrs[i]);
}
}
Camera_Update(this->cameraPtrs[this->nextCamId]);
PLAY_LOG(3814);
}
PLAY_LOG(3816);
Environment_Update(this, &this->envCtx, &this->lightCtx, &this->pauseCtx, &this->msgCtx, &this->gameOverCtx,
this->state.gfxCtx);
}
void Play_DrawOverlayElements(PlayState* this) {
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
KaleidoScopeCall_Draw(this);
}
if (gSaveContext.gameMode == GAMEMODE_NORMAL) {
Interface_Draw(this);
}
Message_Draw(this);
if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_FadeInLights(this);
}
}
void Play_Draw(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
Lights* sp228;
Vec3f sp21C;
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
gSPSegment(OVERLAY_DISP++, 0x02, this->sceneSegment);
Gfx_SetupFrame(gfxCtx, 0, 0, 0);
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_RUN_DRAW) {
POLY_OPA_DISP = Play_SetFog(this, POLY_OPA_DISP);
POLY_XLU_DISP = Play_SetFog(this, POLY_XLU_DISP);
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, this->lightCtx.zFar);
View_Apply(&this->view, VIEW_ALL);
// The billboard matrix temporarily stores the viewing matrix
Matrix_MtxToMtxF(&this->view.viewing, &this->billboardMtxF);
Matrix_MtxToMtxF(&this->view.projection, &this->viewProjectionMtxF);
Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
// The billboard is still a viewing matrix at this stage
Matrix_Mult(&this->billboardMtxF, MTXMODE_APPLY);
Matrix_Get(&this->viewProjectionMtxF);
this->billboardMtxF.mf[0][3] = this->billboardMtxF.mf[1][3] = this->billboardMtxF.mf[2][3] =
this->billboardMtxF.mf[3][0] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][2] = 0.0f;
// This transpose is where the viewing matrix is properly converted into a billboard matrix
Matrix_Transpose(&this->billboardMtxF);
this->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&this->billboardMtxF, "../z_play.c", 4005),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx);
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_COVER_ELEMENTS) {
Gfx* gfxP;
Gfx* sp1CC = POLY_OPA_DISP;
gfxP = Graph_GfxPlusOne(sp1CC);
gSPDisplayList(OVERLAY_DISP++, gfxP);
if ((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) ||
(this->transitionMode == TRANS_MODE_INSTANCE_WAIT) || (this->transitionCtx.transitionType >= 56)) {
View view;
View_Init(&view, gfxCtx);
view.flags = VIEW_VIEWPORT | VIEW_PROJECTION_ORTHO;
SET_FULLSCREEN_VIEWPORT(&view);
View_ApplyTo(&view, VIEW_ALL, &gfxP);
this->transitionCtx.draw(&this->transitionCtx.instanceData, &gfxP);
}
TransitionFade_Draw(&this->transitionFade, &gfxP);
if (D_801614B0.a > 0) {
D_80161498.primColor.rgba = D_801614B0.rgba;
VisMono_Draw(&D_80161498, &gfxP);
}
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
POLY_OPA_DISP = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = POLY_OPA_DISP;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
POLY_OPA_DISP = sp88;
goto Play_Draw_DrawOverlayElements;
} else {
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer);
if (R_PAUSE_MENU_MODE == 2) {
Sched_FlushTaskQueue();
PreRender_ApplyFilters(&this->pauseBgPreRender);
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 = POLY_OPA_DISP;
PreRender_RestoreFramebuffer(&this->pauseBgPreRender, &sp84);
POLY_OPA_DISP = sp84;
goto Play_Draw_DrawOverlayElements;
} else {
s32 roomDrawFlags;
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_SKYBOX) {
if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
if ((this->skyboxId == SKYBOX_NORMAL_SKY) || (this->skyboxId == SKYBOX_CUTSCENE_MAP)) {
Environment_UpdateSkybox(this->skyboxId, &this->envCtx, &this->skyboxCtx);
Skybox_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, this->envCtx.skyboxBlend,
this->view.eye.x, this->view.eye.y, this->view.eye.z);
} else if (this->skyboxCtx.unk_140 == 0) {
Skybox_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x, this->view.eye.y,
this->view.eye.z);
}
}
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ENV_FLAGS & PLAY_ENV_DRAW_SUN_AND_MOON)) {
if (!this->envCtx.sunMoonDisabled) {
Environment_DrawSunAndMoon(this);
}
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ENV_FLAGS & PLAY_ENV_DRAW_SKYBOX_FILTERS)) {
Environment_DrawSkyboxFilters(this);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ENV_FLAGS & PLAY_ENV_DRAW_LIGHTNING)) {
Environment_UpdateLightningStrike(this);
Environment_DrawLightning(this, 0);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ENV_FLAGS & PLAY_ENV_DRAW_LIGHTS)) {
sp228 = LightContext_NewLights(&this->lightCtx, gfxCtx);
Lights_BindAll(sp228, this->lightCtx.listHead, NULL);
Lights_Draw(sp228, gfxCtx);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ROOM_FLAGS != 0)) {
if (VREG(94) == 0) {
if (R_HREG_MODE != HREG_MODE_PLAY) {
roomDrawFlags = ROOM_DRAW_OPA | ROOM_DRAW_XLU;
} else {
roomDrawFlags = R_PLAY_DRAW_ROOM_FLAGS;
}
Scene_Draw(this);
Room_Draw(this, &this->roomCtx.curRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
Room_Draw(this, &this->roomCtx.prevRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
}
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_SKYBOX) {
if ((this->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) {
Vec3f quakeOffset;
Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(this));
Skybox_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + quakeOffset.x,
this->view.eye.y + quakeOffset.y, this->view.eye.z + quakeOffset.z);
}
}
if (this->envCtx.precipitation[PRECIP_RAIN_CUR] != 0) {
Environment_DrawRain(this, &this->view, gfxCtx);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ROOM_FLAGS != 0)) {
Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_11E18, FILL_SCREEN_OPA);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_ACTORS) {
func_800315AC(this, &this->actorCtx);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_LENS_FLARES) {
if (!this->envCtx.sunMoonDisabled) {
sp21C.x = this->view.eye.x + this->envCtx.sunPos.x;
sp21C.y = this->view.eye.y + this->envCtx.sunPos.y;
sp21C.z = this->view.eye.z + this->envCtx.sunPos.z;
Environment_DrawSunLensFlare(this, &this->envCtx, &this->view, gfxCtx, sp21C, 0);
}
Environment_DrawCustomLensFlare(this);
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_SCREEN_FILLS) {
if (MREG(64) != 0) {
Environment_FillScreen(gfxCtx, MREG(65), MREG(66), MREG(67), MREG(68),
FILL_SCREEN_OPA | FILL_SCREEN_XLU);
}
switch (this->envCtx.fillScreen) {
case 1:
Environment_FillScreen(gfxCtx, this->envCtx.screenFillColor[0],
this->envCtx.screenFillColor[1], this->envCtx.screenFillColor[2],
this->envCtx.screenFillColor[3], FILL_SCREEN_OPA | FILL_SCREEN_XLU);
break;
default:
break;
}
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_SANDSTORM) {
if (this->envCtx.sandstormState != SANDSTORM_OFF) {
Environment_DrawSandstorm(this, this->envCtx.sandstormState);
}
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_DEBUG_OBJECTS) {
DebugDisplay_DrawObjects(this);
}
if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) {
Gfx* sp70 = OVERLAY_DISP;
this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
this->pauseBgPreRender.fbufSave = (u16*)gZBuffer;
PreRender_SaveFramebuffer(&this->pauseBgPreRender, &sp70);
if (R_PAUSE_MENU_MODE == 1) {
this->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer;
PreRender_DrawCoverage(&this->pauseBgPreRender, &sp70);
R_PAUSE_MENU_MODE = 2;
} else {
gTrnsnUnkState = 2;
}
OVERLAY_DISP = sp70;
this->unk_121C7 = 2;
SREG(33) |= 1;
} else {
Play_Draw_DrawOverlayElements:
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_OVERLAY_ELEMENTS) {
Play_DrawOverlayElements(this);
}
}
}
}
}
if (this->view.unk_124 != 0) {
Camera_Update(GET_ACTIVE_CAM(this));
View_UpdateViewingMatrix(&this->view);
this->view.unk_124 = 0;
if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
Skybox_UpdateMatrix(&this->skyboxCtx, this->view.eye.x, this->view.eye.y, this->view.eye.z);
}
}
Camera_Finish(GET_ACTIVE_CAM(this));
CLOSE_DISPS(gfxCtx, "../z_play.c", 4508);
}
void Play_Main(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
D_8012D1F8 = &this->state.input[0];
DebugDisplay_Init();
PLAY_LOG(4556);
if ((R_HREG_MODE == HREG_MODE_PLAY) && (R_PLAY_INIT != HREG_MODE_PLAY)) {
R_PLAY_RUN_UPDATE = true;
R_PLAY_RUN_DRAW = true;
R_PLAY_DRAW_SKYBOX = true;
R_PLAY_DRAW_ROOM_FLAGS = (ROOM_DRAW_OPA | ROOM_DRAW_XLU);
R_PLAY_DRAW_ACTORS = true;
R_PLAY_DRAW_LENS_FLARES = true;
R_PLAY_DRAW_SCREEN_FILLS = true;
R_PLAY_DRAW_SANDSTORM = true;
R_PLAY_DRAW_OVERLAY_ELEMENTS = true;
R_PLAY_DRAW_ENV_FLAGS = (PLAY_ENV_DRAW_SKYBOX_FILTERS | PLAY_ENV_DRAW_SUN_AND_MOON | PLAY_ENV_DRAW_LIGHTNING |
PLAY_ENV_DRAW_LIGHTS);
HREG(91) = 1; // reg is not used in this mode
R_PLAY_DRAW_COVER_ELEMENTS = true;
R_PLAY_DRAW_DEBUG_OBJECTS = true;
R_PLAY_INIT = HREG_MODE_PLAY;
}
if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_RUN_UPDATE) {
Play_Update(this);
}
PLAY_LOG(4583);
Play_Draw(this);
PLAY_LOG(4587);
}
// original name: "Game_play_demo_mode_check"
s32 Play_InCsMode(PlayState* this) {
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
}
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos) {
CollisionPoly poly;
f32 temp1;
f32 temp2;
f32 temp3;
f32 floorY;
f32 nx;
f32 ny;
f32 nz;
s32 pad[5];
floorY = BgCheck_AnyRaycastDown1(&this->colCtx, &poly, pos);
if (floorY > BGCHECK_Y_MIN) {
nx = COLPOLY_GET_NORMAL(poly.normal.x);
ny = COLPOLY_GET_NORMAL(poly.normal.y);
nz = COLPOLY_GET_NORMAL(poly.normal.z);
temp1 = sqrtf(1.0f - SQ(nx));
if (temp1 != 0.0f) {
temp2 = ny * temp1;
temp3 = -nz * temp1;
} else {
temp3 = 0.0f;
temp2 = 0.0f;
}
mf->xx = temp1;
mf->yx = -nx * temp2;
mf->zx = nx * temp3;
mf->xy = nx;
mf->yy = ny;
mf->zy = nz;
mf->yz = temp3;
mf->zz = temp2;
mf->wx = 0.0f;
mf->wy = 0.0f;
mf->xz = 0.0f;
mf->wz = 0.0f;
mf->xw = pos->x;
mf->yw = floorY;
mf->zw = pos->z;
mf->ww = 1.0f;
} else {
mf->xy = 0.0f;
mf->zx = 0.0f;
mf->yx = 0.0f;
mf->xx = 0.0f;
mf->wz = 0.0f;
mf->xz = 0.0f;
mf->wy = 0.0f;
mf->wx = 0.0f;
mf->zz = 0.0f;
mf->yz = 0.0f;
mf->zy = 0.0f;
mf->yy = 1.0f;
mf->xw = pos->x;
mf->yw = pos->y;
mf->zw = pos->z;
mf->ww = 1.0f;
}
return floorY;
}
void* Play_LoadFile(PlayState* this, RomFile* file) {
u32 size;
void* allocp;
size = file->vromEnd - file->vromStart;
allocp = GameState_Alloc(&this->state, size, "../z_play.c", 4692);
DmaMgr_RequestSyncDebug(allocp, file->vromStart, size, "../z_play.c", 4694);
return allocp;
}
void Play_InitEnvironment(PlayState* this, s16 skyboxId) {
Skybox_Init(&this->state, &this->skyboxCtx, skyboxId);
Environment_Init(this, &this->envCtx, 0);
}
void Play_InitScene(PlayState* this, s32 spawn) {
this->spawn = spawn;
this->playerEntry = NULL;
this->unk_11DFC = NULL;
this->spawnList = NULL;
this->exitList = NULL;
this->naviQuestHints = NULL;
this->pathList = NULL;
this->numActorEntries = 0;
Object_InitBank(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);
R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT;
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(this, this->sceneSegment);
Play_InitEnvironment(this, this->skyboxId);
}
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneId];
scene->unk_13 = 0;
this->loadedScene = scene;
this->sceneId = sceneId;
this->sceneDrawConfig = scene->drawConfig;
osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f);
this->sceneSegment = Play_LoadFile(this, &scene->sceneFile);
scene->unk_13 = 0;
ASSERT(this->sceneSegment != NULL, "this->sceneSegment != NULL", "../z_play.c", 4960);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
Play_InitScene(this, spawn);
osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f);
}
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
f32 w;
Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
Matrix_MultVec3f(src, dest);
w = this->viewProjectionMtxF.ww + (this->viewProjectionMtxF.wx * src->x + this->viewProjectionMtxF.wy * src->y +
this->viewProjectionMtxF.wz * src->z);
dest->x = (SCREEN_WIDTH / 2) + ((dest->x / w) * (SCREEN_WIDTH / 2));
dest->y = (SCREEN_HEIGHT / 2) - ((dest->y / w) * (SCREEN_HEIGHT / 2));
}
s16 Play_CreateSubCamera(PlayState* this) {
s16 camId;
for (camId = CAM_ID_SUB_FIRST; camId < NUM_CAMS; camId++) {
if (this->cameraPtrs[camId] == NULL) {
break;
}
}
if (camId == NUM_CAMS) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST);
return CAM_ID_NONE;
}
osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL(
CYAN) " " VT_RST "\n",
camId);
this->cameraPtrs[camId] = &this->subCameras[camId - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[camId], &this->view, &this->colCtx, this);
this->cameraPtrs[camId]->camId = camId;
return camId;
}
s16 Play_GetActiveCamId(PlayState* this) {
return this->activeCamId;
}
s16 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (status == CAM_STAT_ACTIVE) {
this->activeCamId = camIdx;
}
return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
}
void Play_ClearCamera(PlayState* this, s16 camId) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (camIdx == CAM_ID_MAIN) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST);
}
if (this->cameraPtrs[camIdx] != NULL) {
Camera_ChangeStatus(this->cameraPtrs[camIdx], CAM_STAT_UNK100);
this->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 Play_ClearAllSubCameras(PlayState* this) {
s16 subCamId;
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
if (this->cameraPtrs[subCamId] != NULL) {
Play_ClearCamera(this, subCamId);
}
}
this->activeCamId = CAM_ID_MAIN;
}
Camera* Play_GetCamera(PlayState* this, s16 camId) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
return this->cameraPtrs[camIdx];
}
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 successBits = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->atLERPStepScale = 0.01f;
return successBits;
}
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 successBits = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->atLERPStepScale = 0.01f;
return successBits;
}
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov) {
s32 successBits = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
if (1) {}
return successBits;
}
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
camera->roll = roll;
return 1;
}
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? this->activeCamId : srcCamId;
s16 destCamId1 = (destCamId == CAM_ID_NONE) ? this->activeCamId : destCamId;
Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
}
/**
* Initializes camera data centered around Player, and applies the requested setting.
*/
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
camera = this->cameraPtrs[camIdx];
Camera_InitDataUsingPlayer(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
}
/**
* Smoothly return control from a sub camera to the main camera by moving the subCamera's eye, at, fov through
* interpolation from the initial subCam viewParams to the target mainCam viewParams over `duration`.
* Setting the `duration` to 0 or less will instantly return control to the main camera.
* This will also clear every sub camera.
*/
void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
s16 subCamId;
Play_ClearCamera(this, camIdx);
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
if (this->cameraPtrs[subCamId] != NULL) {
osSyncPrintf(
VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
subCamId);
Play_ClearCamera(this, subCamId);
}
}
if (duration <= 0) {
Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STAT_ACTIVE);
this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN;
} else {
OnePointCutscene_Init(this, 1020, duration, NULL, CAM_ID_MAIN);
}
}
s16 Play_GetCameraUID(PlayState* this, s16 camId) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return camera->uid;
} else {
return -1;
}
}
// Unused, purpose is unclear (also unused and unclear in MM)
s16 func_800C09D8(PlayState* this, s16 camId, s16 uid) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return 0;
}
//! @bug this code is only reached if `camera` is NULL.
if (camera->uid != uid) {
return 0;
} else if (camera->status != CAM_STAT_ACTIVE) {
return 2;
} else {
return 1;
}
}
void Play_SaveSceneFlags(PlayState* this) {
SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[this->sceneId];
savedSceneFlags->chest = this->actorCtx.flags.chest;
savedSceneFlags->swch = this->actorCtx.flags.swch;
savedSceneFlags->clear = this->actorCtx.flags.clear;
savedSceneFlags->collect = this->actorCtx.flags.collect;
}
void Play_SetRespawnData(PlayState* this, 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 = this->actorCtx.flags.tempSwch;
respawnData->tempCollectFlags = this->actorCtx.flags.tempCollect;
}
void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams) {
Player* player = GET_PLAYER(this);
s32 entranceIndex;
s8 roomIndex;
if ((this->sceneId != SCENE_FAIRYS_FOUNTAIN) && (this->sceneId != SCENE_GROTTOS)) {
roomIndex = this->roomCtx.curRoom.num;
entranceIndex = gSaveContext.entranceIndex;
Play_SetRespawnData(this, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
}
}
void Play_TriggerVoidOut(PlayState* this) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = this->actorCtx.flags.tempSwch;
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.flags.tempCollect;
gSaveContext.respawnFlag = 1;
this->transitionTrigger = TRANS_TRIGGER_START;
this->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_LoadToLastEntrance(PlayState* this) {
gSaveContext.respawnFlag = -1;
this->transitionTrigger = TRANS_TRIGGER_START;
if ((this->sceneId == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) ||
(this->sceneId == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
(this->sceneId == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) || (this->sceneId == SCENE_GANON_BOSS)) {
this->nextEntranceIndex = ENTR_GANONS_TOWER_COLLAPSE_EXTERIOR_0;
Item_Give(this, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_13) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_15)) {
this->nextEntranceIndex = ENTR_HYRULE_FIELD_6;
} else {
this->nextEntranceIndex = gSaveContext.entranceIndex;
}
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_TriggerRespawn(PlayState* this) {
Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF);
Play_LoadToLastEntrance(this);
}
s32 Play_CamIsNotFixed(PlayState* this) {
// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
// but the room shape type check handles all shop cases regardless
return (this->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
}
s32 FrameAdvance_IsEnabled(PlayState* this) {
return !!this->frameAdvCtx.enabled;
}
s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
TransitionActorEntry* transitionActor;
s32 frontRoom;
if (actor->category != ACTORCAT_DOOR) {
return 0;
}
transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {
return 0;
}
if (frontRoom == actor->room) {
*yaw = actor->shape.rot.y;
} else {
*yaw = actor->shape.rot.y + 0x8000;
}
return 1;
}
s32 func_800C0DB4(PlayState* this, Vec3f* pos) {
WaterBox* waterBox;
CollisionPoly* poly;
Vec3f waterSurfacePos;
s32 bgId;
waterSurfacePos = *pos;
if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
&waterBox) == true &&
pos->y < waterSurfacePos.y &&
BgCheck_EntityRaycastDown3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
return true;
} else {
return false;
}
}