mirror of
https://github.com/zeldaret/oot.git
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934d488420
* begin docs * More suggestions * more docs * timer to duration * partial PR review * init data with player * consistent comments * withPlayer to usingPlayer
1809 lines
70 KiB
C
1809 lines
70 KiB
C
#include "global.h"
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#include "quake.h"
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#include "terminal.h"
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void* D_8012D1F0 = NULL;
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UNK_TYPE D_8012D1F4 = 0; // unused
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Input* D_8012D1F8 = NULL;
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TransitionUnk sTrnsnUnk;
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s32 gTrnsnUnkState;
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VisMono D_80161498;
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Color_RGBA8_u32 D_801614B0;
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FaultClient D_801614B8;
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s16 sTransitionFillTimer;
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u64 D_801614D0[0xA00];
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void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
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// This macro prints the number "1" with a file and line number if R_ENABLE_PLAY_LOGS is enabled.
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// For example, it can be used to trace the play state execution at a high level.
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#define PLAY_LOG(line) \
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do { \
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if (R_ENABLE_PLAY_LOGS) { \
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LOG_NUM("1", 1, "../z_play.c", line); \
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} \
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} while (0)
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void Play_ChangeViewpointBgCamIndex(PlayState* this) {
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Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
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}
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void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
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ASSERT(viewpoint == VIEWPOINT_LOCKED || viewpoint == VIEWPOINT_PIVOT, "point == 1 || point == 2", "../z_play.c",
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2160);
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this->viewpoint = viewpoint;
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if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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// Play a sfx when the player toggles the camera
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Audio_PlaySfxGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
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&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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}
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Play_ChangeViewpointBgCamIndex(this);
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}
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/**
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* @return true if the currently set viewpoint is the same as the one provided in the argument
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*/
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s32 Play_CheckViewpoint(PlayState* this, s16 viewpoint) {
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return (viewpoint == this->viewpoint);
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}
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/**
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* If the scene is a shop, set the viewpoint that will set the bgCamIndex
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* to toggle the camera into a "browsing item selection" setting.
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*/
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void Play_SetShopBrowsingViewpoint(PlayState* this) {
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osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
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if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
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this->viewpoint = VIEWPOINT_PIVOT;
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}
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}
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void Play_SetupTransition(PlayState* this, s32 transitionType) {
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TransitionContext* transitionCtx = &this->transitionCtx;
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bzero(transitionCtx, sizeof(TransitionContext));
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transitionCtx->transitionType = transitionType;
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// circle types
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if ((transitionCtx->transitionType >> 5) == 1) {
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transitionCtx->init = TransitionCircle_Init;
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transitionCtx->destroy = TransitionCircle_Destroy;
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transitionCtx->start = TransitionCircle_Start;
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transitionCtx->isDone = TransitionCircle_IsDone;
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transitionCtx->draw = TransitionCircle_Draw;
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transitionCtx->update = TransitionCircle_Update;
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transitionCtx->setType = TransitionCircle_SetType;
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transitionCtx->setColor = TransitionCircle_SetColor;
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transitionCtx->setUnkColor = TransitionCircle_SetUnkColor;
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} else {
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switch (transitionCtx->transitionType) {
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case TRANS_TYPE_TRIFORCE:
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transitionCtx->init = TransitionTriforce_Init;
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transitionCtx->destroy = TransitionTriforce_Destroy;
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transitionCtx->start = TransitionTriforce_Start;
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transitionCtx->isDone = TransitionTriforce_IsDone;
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transitionCtx->draw = TransitionTriforce_Draw;
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transitionCtx->update = TransitionTriforce_Update;
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transitionCtx->setType = TransitionTriforce_SetType;
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transitionCtx->setColor = TransitionTriforce_SetColor;
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transitionCtx->setUnkColor = NULL;
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break;
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case TRANS_TYPE_WIPE:
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case TRANS_TYPE_WIPE_FAST:
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transitionCtx->init = TransitionWipe_Init;
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transitionCtx->destroy = TransitionWipe_Destroy;
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transitionCtx->start = TransitionWipe_Start;
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transitionCtx->isDone = TransitionWipe_IsDone;
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transitionCtx->draw = TransitionWipe_Draw;
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transitionCtx->update = TransitionWipe_Update;
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transitionCtx->setType = TransitionWipe_SetType;
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transitionCtx->setColor = TransitionWipe_SetColor;
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transitionCtx->setUnkColor = NULL;
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break;
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case TRANS_TYPE_FADE_BLACK:
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case TRANS_TYPE_FADE_WHITE:
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case TRANS_TYPE_FADE_BLACK_FAST:
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case TRANS_TYPE_FADE_WHITE_FAST:
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case TRANS_TYPE_FADE_BLACK_SLOW:
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case TRANS_TYPE_FADE_WHITE_SLOW:
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case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
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case TRANS_TYPE_FADE_WHITE_INSTANT:
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case TRANS_TYPE_FADE_GREEN:
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case TRANS_TYPE_FADE_BLUE:
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transitionCtx->init = TransitionFade_Init;
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transitionCtx->destroy = TransitionFade_Destroy;
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transitionCtx->start = TransitionFade_Start;
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transitionCtx->isDone = TransitionFade_IsDone;
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transitionCtx->draw = TransitionFade_Draw;
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transitionCtx->update = TransitionFade_Update;
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transitionCtx->setType = TransitionFade_SetType;
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transitionCtx->setColor = TransitionFade_SetColor;
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transitionCtx->setUnkColor = NULL;
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break;
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case TRANS_TYPE_FILL_WHITE2:
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case TRANS_TYPE_FILL_WHITE:
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this->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
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break;
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case TRANS_TYPE_INSTANT:
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this->transitionMode = TRANS_MODE_INSTANT;
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break;
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case TRANS_TYPE_FILL_BROWN:
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this->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
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break;
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case TRANS_TYPE_SANDSTORM_PERSIST:
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this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
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break;
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case TRANS_TYPE_SANDSTORM_END:
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this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
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break;
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case TRANS_TYPE_CS_BLACK_FILL:
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this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
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break;
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default:
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Fault_AddHungupAndCrash("../z_play.c", 2290);
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break;
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}
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}
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}
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void func_800BC88C(PlayState* this) {
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this->transitionCtx.transitionType = -1;
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}
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
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this->lightCtx.fogNear, 1000);
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}
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void Play_Destroy(GameState* thisx) {
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PlayState* this = (PlayState*)thisx;
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Player* player = GET_PLAYER(this);
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this->state.gfxCtx->callback = NULL;
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this->state.gfxCtx->callbackParam = NULL;
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SREG(91) = 0;
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R_PAUSE_MENU_MODE = 0;
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PreRender_Destroy(&this->pauseBgPreRender);
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Effect_DeleteAll(this);
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EffectSs_ClearAll(this);
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CollisionCheck_DestroyContext(this, &this->colChkCtx);
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if (gTrnsnUnkState == 3) {
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TransitionUnk_Destroy(&sTrnsnUnk);
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gTrnsnUnkState = 0;
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}
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if (this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
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this->transitionCtx.destroy(&this->transitionCtx.instanceData);
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func_800BC88C(this);
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this->transitionMode = TRANS_MODE_OFF;
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}
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Letterbox_Destroy();
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TransitionFade_Destroy(&this->transitionFade);
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VisMono_Destroy(&D_80161498);
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if (gSaveContext.linkAge != this->linkAgeOnLoad) {
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Inventory_SwapAgeEquipment();
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Player_SetEquipmentData(this, player);
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}
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func_80031C3C(&this->actorCtx, this);
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Interface_Destroy(this);
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KaleidoScopeCall_Destroy(this);
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KaleidoManager_Destroy();
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ZeldaArena_Cleanup();
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Fault_RemoveClient(&D_801614B8);
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}
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void Play_Init(GameState* thisx) {
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PlayState* this = (PlayState*)thisx;
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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u32 zAlloc;
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u32 zAllocAligned;
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size_t zAllocSize;
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Player* player;
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s32 playerStartBgCamIndex;
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s32 i;
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u8 baseSceneLayer;
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s32 pad[2];
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if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
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gSaveContext.entranceIndex = 0;
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this->state.running = false;
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SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, TitleSetupState);
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return;
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}
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SystemArena_Display();
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GameState_Realloc(&this->state, 0x1D4790);
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KaleidoManager_Init(this);
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View_Init(&this->view, gfxCtx);
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Audio_SetExtraFilter(0);
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Quake_Init();
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for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
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this->cameraPtrs[i] = NULL;
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}
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Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
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Camera_ChangeStatus(&this->mainCamera, CAM_STAT_ACTIVE);
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for (i = 0; i < 3; i++) {
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Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
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Camera_ChangeStatus(&this->subCameras[i], CAM_STAT_UNK100);
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}
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this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
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this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
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this->activeCamId = CAM_ID_MAIN;
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Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
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CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
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Sram_Init(this, &this->sramCtx);
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Regs_InitData(this);
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Message_Init(this);
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GameOver_Init(this);
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SfxSource_InitAll(this);
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Effect_InitContext(this);
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EffectSs_InitInfo(this, 0x55);
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CollisionCheck_InitContext(this, &this->colChkCtx);
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AnimationContext_Reset(&this->animationCtx);
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func_8006450C(this, &this->csCtx);
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if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
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gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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}
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if (gSaveContext.cutsceneIndex == 0xFFFD) {
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gSaveContext.cutsceneIndex = 0;
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}
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if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
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gSaveContext.dayTime = gSaveContext.nextDayTime;
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gSaveContext.skyboxTime = gSaveContext.nextDayTime;
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}
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if (gSaveContext.dayTime > CLOCK_TIME(18, 0) || gSaveContext.dayTime < CLOCK_TIME(6, 30)) {
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gSaveContext.nightFlag = 1;
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} else {
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gSaveContext.nightFlag = 0;
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}
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Cutscene_HandleConditionalTriggers(this);
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if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.cutsceneIndex >= 0xFFF0) {
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gSaveContext.nayrusLoveTimer = 0;
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Magic_Reset(this);
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gSaveContext.sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
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} else if (!LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneLayer = SCENE_LAYER_CHILD_DAY;
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} else if (!LINK_IS_ADULT && !IS_DAY) {
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gSaveContext.sceneLayer = SCENE_LAYER_CHILD_NIGHT;
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} else if (LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneLayer = SCENE_LAYER_ADULT_DAY;
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} else {
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gSaveContext.sceneLayer = SCENE_LAYER_ADULT_NIGHT;
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}
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// save the base scene layer (before accounting for the special cases below) to use later for the transition type
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baseSceneLayer = gSaveContext.sceneLayer;
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
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!IS_CUTSCENE_LAYER) {
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
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CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
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gSaveContext.sceneLayer = 1;
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} else {
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gSaveContext.sceneLayer = 0;
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_KOKIRI_FOREST) &&
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LINK_IS_ADULT && !IS_CUTSCENE_LAYER) {
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gSaveContext.sceneLayer = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
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}
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Play_SpawnScene(this,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].sceneId,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].spawn);
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osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneLayer);
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// When entering Gerudo Valley in the credits, trigger the GC emulator to play the ending movie.
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// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_GERUDO_VALLEY) &&
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gSaveContext.sceneLayer == 6) {
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osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
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((void (*)(void))0x81000000)();
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osSyncPrintf("出戻り?\n"); // "Return?"
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}
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Cutscene_HandleEntranceTriggers(this);
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KaleidoScopeCall_Init(this);
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Interface_Init(this);
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if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
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if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
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gSaveContext.totalDays++;
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gSaveContext.bgsDayCount++;
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gSaveContext.dogIsLost = true;
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if (Inventory_ReplaceItem(this, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
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Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
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Message_StartTextbox(this, 0x3066, NULL);
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}
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gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
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} else {
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gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
|
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}
|
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}
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|
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SREG(91) = -1;
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R_PAUSE_MENU_MODE = 0;
|
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PreRender_Init(&this->pauseBgPreRender);
|
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PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, NULL);
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PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL);
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gTrnsnUnkState = 0;
|
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this->transitionMode = TRANS_MODE_OFF;
|
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FrameAdvance_Init(&this->frameAdvCtx);
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Rand_Seed((u32)osGetTime());
|
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Matrix_Init(&this->state);
|
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this->state.main = Play_Main;
|
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this->state.destroy = Play_Destroy;
|
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this->transitionTrigger = TRANS_TRIGGER_END;
|
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this->unk_11E16 = 0xFF;
|
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this->unk_11E18 = 0;
|
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this->unk_11DE9 = false;
|
||
|
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if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
|
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if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
|
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this->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
|
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + baseSceneLayer].field);
|
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} else {
|
||
this->transitionType = gSaveContext.nextTransitionType;
|
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
||
}
|
||
} else {
|
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this->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
|
||
}
|
||
|
||
Letterbox_Init();
|
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TransitionFade_Init(&this->transitionFade);
|
||
TransitionFade_SetType(&this->transitionFade, 3);
|
||
TransitionFade_SetColor(&this->transitionFade, RGBA8(160, 160, 160, 255));
|
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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));
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zAllocSize = THA_GetRemaining(&this->state.tha);
|
||
zAlloc = (u32)GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918);
|
||
zAllocAligned = (zAlloc + 8) & ~0xF;
|
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ZeldaArena_Init((void*)zAllocAligned, zAllocSize - zAllocAligned + zAlloc);
|
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// "Zelda Heap"
|
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osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
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(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
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||
|
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Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
|
||
Actor_InitContext(this, &this->actorCtx, this->playerEntry);
|
||
|
||
while (!func_800973FC(this, &this->roomCtx)) {
|
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; // 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;
|
||
}
|
||
}
|