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* [document] `enum PauseState`, game over parts * apply Jenkins fixes (automatic code formatting) also, as previously, i've rerun the "make" to check integrity * add `PAUSE_STATE_GAME_OVER_*` comments in case it helps to rename them later, if the need ever arises * improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format` temporary changing a couple of setting to - ColumnLimit: 0 - AlignTrailingComments: false fixes the issue. i don't want to push unrelated formatting here * remove redundant comments https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667 * apply PR naming suggestions reverified with > `check_format.py ...` > `make ...`
253 lines
11 KiB
C
253 lines
11 KiB
C
#ifndef Z64PAUSE_H
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#define Z64PAUSE_H
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#include "z64animation.h"
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#include "z64message.h"
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#include "z64view.h"
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struct OcarinaStaff;
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struct PlayState;
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#define PAUSE_ITEM_NONE 999
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#define PAUSE_CURSOR_PAGE_LEFT 10
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#define PAUSE_CURSOR_PAGE_RIGHT 11
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typedef enum PauseMenuPage {
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/* 0x00 */ PAUSE_ITEM,
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/* 0x01 */ PAUSE_MAP,
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/* 0x02 */ PAUSE_QUEST,
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/* 0x03 */ PAUSE_EQUIP,
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/* 0x04 */ PAUSE_WORLD_MAP
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} PauseMenuPage;
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// The XZ coordinates in which direction each pause page is at
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// e.g. the item page is in the -z direction
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/*
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* < item >
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*
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* ^ ^
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* x
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* equip o--> map
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* |
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* v z v v
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*
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* < quest >
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*/
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#define PAUSE_ITEM_X (0)
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#define PAUSE_ITEM_Z (-1)
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#define PAUSE_MAP_X (1)
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#define PAUSE_MAP_Z (0)
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#define PAUSE_QUEST_X (0)
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#define PAUSE_QUEST_Z (1)
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#define PAUSE_EQUIP_X (-1)
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#define PAUSE_EQUIP_Z (0)
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// The pause camera looks at x=0,z=0,
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// with the eye being PAUSE_EYE_DIST away in the direction opposite to the active page,
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// which results in the camera being pointed (through x=0,z=0) towards the active page.
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#define PAUSE_EYE_DIST (64.0f)
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#define PAUSE_EQUIP_PLAYER_WIDTH 64
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#define PAUSE_EQUIP_PLAYER_HEIGHT 112
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#define PAUSE_EQUIP_BUFFER_SIZE sizeof(u16[PAUSE_EQUIP_PLAYER_HEIGHT][PAUSE_EQUIP_PLAYER_WIDTH])
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#define PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE 0x5000
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typedef enum PauseState {
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/* 0 */ PAUSE_STATE_OFF,
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/* 1 */ PAUSE_STATE_WAIT_LETTERBOX, // Request no letterboxing and wait for it.
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/* 2 */ PAUSE_STATE_WAIT_BG_PRERENDER, // Wait for the pause background prerender to be done.
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/* 3 */ PAUSE_STATE_INIT, // Load data and initialize/setup various things.
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/* 4 */ PAUSE_STATE_OPENING_1, // Animate the pause menu coming together with rotations and other animations.
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/* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu.
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/* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs.
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/* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu
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/* 8 */ PAUSE_STATE_GAME_OVER_START,
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/* 9 */ PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER,
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/* 10 */ PAUSE_STATE_GAME_OVER_INIT,
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/* 11 */ PAUSE_STATE_GAME_OVER_SHOW_MESSAGE,
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/* 12 */ PAUSE_STATE_GAME_OVER_WINDOW_DELAY,
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/* 13 */ PAUSE_STATE_GAME_OVER_SHOW_WINDOW, // Show background and animate
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/* 14 */ PAUSE_STATE_GAME_OVER_SAVE_PROMPT, // Ask "Would you like to save?", apply the choice
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/* 15 */ PAUSE_STATE_GAME_OVER_SAVED, // Show "Game saved.", wait for the delay or input
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/* 16 */ PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT, // Ask "Continue playing?"
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/* 17 */ PAUSE_STATE_GAME_OVER_FINISH, // Fade out, then apply the choice
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/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
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/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
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} PauseState;
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#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
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(((pauseCtx)->state >= PAUSE_STATE_GAME_OVER_START) && ((pauseCtx)->state <= PAUSE_STATE_GAME_OVER_FINISH))
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#define IS_PAUSED(pauseCtx) \
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(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))
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// Sub-states of PAUSE_STATE_MAIN
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typedef enum PauseMainState {
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/* 0 */ PAUSE_MAIN_STATE_IDLE,
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/* 1 */ PAUSE_MAIN_STATE_SWITCHING_PAGE,
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/* 2 */ PAUSE_MAIN_STATE_SONG_PLAYBACK, // The song is being played back to the player.
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/* 3 */ PAUSE_MAIN_STATE_3,
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/* 4 */ PAUSE_MAIN_STATE_SONG_PROMPT_INIT, // Start the prompt for the player to play the song.
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/* 5 */ PAUSE_MAIN_STATE_SONG_PROMPT, // Waiting for the player to play the song.
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/* 6 */ PAUSE_MAIN_STATE_SONG_PROMPT_DONE, // The song prompt is done, the player either played the song successfully or made a mistake.
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/* 7 */ PAUSE_MAIN_STATE_7,
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/* 8 */ PAUSE_MAIN_STATE_IDLE_CURSOR_ON_SONG, // Like PAUSE_MAIN_STATE_IDLE, but the quest page is active and the cursor is positioned on a song.
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/* 9 */ PAUSE_MAIN_STATE_SONG_PLAYBACK_START // Start playing the song back to the player.
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} PauseMainState;
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// Sub-states of PAUSE_STATE_SAVE_PROMPT
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typedef enum PauseSavePromptState {
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/* 0 */ PAUSE_SAVE_PROMPT_STATE_APPEARING,
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/* 1 */ PAUSE_SAVE_PROMPT_STATE_WAIT_CHOICE,
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/* 2 */ PAUSE_SAVE_PROMPT_STATE_CLOSING,
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/* 3 */ PAUSE_SAVE_PROMPT_STATE_RETURN_TO_MENU,
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/* 4 */ PAUSE_SAVE_PROMPT_STATE_SAVED,
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/* 5 */ PAUSE_SAVE_PROMPT_STATE_CLOSING_AFTER_SAVED,
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/* 6 */ PAUSE_SAVE_PROMPT_STATE_RETURN_TO_MENU_2 // unused
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} PauseSavePromptState;
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typedef enum PauseCursorQuad {
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/* 0 */ PAUSE_CURSOR_QUAD_TL,
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/* 1 */ PAUSE_CURSOR_QUAD_TR,
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/* 2 */ PAUSE_CURSOR_QUAD_BL,
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/* 3 */ PAUSE_CURSOR_QUAD_BR,
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/* 4 */ PAUSE_CURSOR_QUAD_4,
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/* 5 */ PAUSE_CURSOR_QUAD_MAX
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} PauseCursorQuad;
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typedef enum WorldMapPoint {
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/* 0 */ WORLD_MAP_POINT_HAUNTED_WASTELAND,
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/* 1 */ WORLD_MAP_POINT_GERUDOS_FORTRESS,
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/* 2 */ WORLD_MAP_POINT_GERUDO_VALLEY,
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/* 3 */ WORLD_MAP_POINT_LAKE_HYLIA,
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/* 4 */ WORLD_MAP_POINT_LON_LON_RANCH,
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/* 5 */ WORLD_MAP_POINT_MARKET,
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/* 6 */ WORLD_MAP_POINT_HYRULE_FIELD,
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/* 7 */ WORLD_MAP_POINT_DEATH_MOUNTAIN,
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/* 8 */ WORLD_MAP_POINT_KAKARIKO_VILLAGE,
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/* 9 */ WORLD_MAP_POINT_LOST_WOODS,
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/* 10 */ WORLD_MAP_POINT_KOKIRI_FOREST,
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/* 11 */ WORLD_MAP_POINT_ZORAS_DOMAIN,
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/* 12 */ WORLD_MAP_POINT_MAX
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} WorldMapPoint;
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#define TRADE_QUEST_MARKER_NONE 0xFF
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typedef enum WorldMapPointState {
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/* 0 */ WORLD_MAP_POINT_STATE_HIDE,
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/* 1 */ WORLD_MAP_POINT_STATE_SHOW,
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/* 2 */ WORLD_MAP_POINT_STATE_HIGHLIGHT
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} WorldMapPointState;
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// Values for PauseContext.pagesYOrigin1 and R_PAUSE_PAGES_Y_ORIGIN_2 respectively,
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// that make the pause pages rotate around their lower edge instead of the middle.
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#define PAUSE_PAGES_Y_ORIGIN_1_LOWER 80 // PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT / 2
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#define PAUSE_PAGES_Y_ORIGIN_2_LOWER (s16)(-PAUSE_PAGES_Y_ORIGIN_1_LOWER * 0.78 * 100)
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typedef struct PauseContext {
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/* 0x0000 */ View view;
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/* 0x0128 */ u8* iconItemSegment;
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/* 0x012C */ u8* iconItem24Segment;
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/* 0x0130 */ u8* iconItemAltSegment;
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/* 0x0134 */ u8* iconItemLangSegment;
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/* 0x0138 */ u8* nameSegment;
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/* 0x013C */ u8* playerSegment;
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/* 0x0140 */ char unk_140[0x04];
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/* 0x0144 */ Vtx* itemPageVtx;
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/* 0x0148 */ Vtx* equipPageVtx;
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/* 0x014C */ Vtx* mapPageVtx;
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/* 0x0150 */ Vtx* questPageVtx;
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/* 0x0154 */ Vtx* infoPanelVtx;
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/* 0x0158 */ Vtx* itemVtx;
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/* 0x015C */ Vtx* equipVtx;
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/* 0x0160 */ char unk_160[0x04];
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/* 0x0164 */ Vtx* questVtx;
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/* 0x0168 */ Vtx* cursorVtx;
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/* 0x016C */ Vtx* promptPageVtx; // Used by both the pause menu save prompt and the gameover prompt
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/* 0x0170 */ char unk_170[0x24];
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/* 0x0194 */ struct OcarinaStaff* ocarinaStaff;
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/* 0x0198 */ char unk_198[0x20];
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/* 0x01B8 */ OSMesgQueue loadQueue;
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/* 0x01D0 */ OSMesg loadMsg;
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/* 0x01D4 */ u16 state;
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/* 0x01D6 */ u16 debugState;
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/* 0x01D8 */ Vec3f eye;
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/* 0x01E4 */ u16 mainState;
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/* 0x01E6 */ u16 nextPageMode; // During a page switch, indicates the page before switching and the direction to scroll in. Value is `(2 * prev pageIndex) + (scroll left ? 1 : 0)`
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/* 0x01E8 */ u16 pageIndex; // "kscp_pos"
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/* 0x01EA */ u16 pageSwitchTimer;
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/* 0x01EC */ u16 savePromptState;
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/* 0x01F0 */ f32 promptDepthOffset; // Offset position of the prompt away from the camera
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/* 0x01F4 */ f32 itemPagePitch; // Rotation of the item page around its local horizontal/sideways axis
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/* 0x01F8 */ f32 equipPagePitch; // Rotation of the equip page around its local horizontal/sideways axis
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/* 0x01FC */ f32 mapPagePitch; // Rotation of the map page around its local horizontal/sideways axis
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/* 0x0200 */ f32 questPagePitch; // Rotation of the quest page around its local horizontal/sideways axis
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/* 0x0204 */ f32 promptPitch; // Rotation of the prompt around its local horizontal/sideways axis. "angle_s"
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/* 0x0208 */ u16 alpha;
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/* 0x020A */ s16 pagesYOrigin1;
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/* 0x020C */ char unk_20C[0x08];
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/* 0x0214 */ s16 stickAdjX;
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/* 0x0216 */ s16 stickAdjY;
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/* 0x0218 */ s16 cursorPoint[5]; // "cursor_point"
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/* 0x0222 */ s16 cursorX[5]; // "cur_xpt"
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/* 0x022C */ s16 cursorY[5]; // "cur_ypt"
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/* 0x0236 */ s16 dungeonMapSlot;
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/* 0x0238 */ s16 cursorSpecialPos; // "key_angle"
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/* 0x023A */ s16 pageSwitchInputTimer; // Used to introduce a delay before switching page when arriving on the "scroll left/right" positions while holding stick left/right.
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/* 0x023C */ u16 namedItem; // "zoom_name"
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/* 0x023E */ u16 cursorItem[4]; // "select_name"
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/* 0x0246 */ u16 cursorSlot[4];
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/* 0x024E */ u16 equipTargetItem; // "sl_item_no"
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/* 0x0250 */ u16 equipTargetSlot; // "sl_number"
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/* 0x0252 */ u16 equipTargetCBtn;
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/* 0x0254 */ s16 equipAnimX;
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/* 0x0256 */ s16 equipAnimY;
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/* 0x0258 */ s16 equipAnimAlpha;
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/* 0x025A */ s16 infoPanelOffsetY;
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/* 0x025C */ u16 nameDisplayTimer;
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/* 0x025E */ u16 nameColorSet; // 0 = white; 1 = grey
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/* 0x0260 */ s16 cursorColorSet; // 0 = white; 4 = yellow; 8 = green
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/* 0x0262 */ s16 promptChoice; // save/continue choice: 0 = yes; 4 = no
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/* 0x0264 */ s16 ocarinaSongIdx;
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/* 0x0266 */ u8 worldMapPoints[20]; // indices: `WorldMapPoint` enum, values: `WorldMapPointState` enum
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/* 0x027A */ u8 tradeQuestMarker; // Can be either a `WorldMapPoint` value or `TRADE_QUEST_MARKER_NONE`
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/* 0x027C */ SkelAnime playerSkelAnime;
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} PauseContext; // size = 0x2C0
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// Note that z_kaleido_scope.c assumes that the dimensions and texture format here also matches the dimensions and
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// texture format for ITEM_NAME_TEX_*
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#define MAP_NAME_TEX1_WIDTH 128
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#define MAP_NAME_TEX1_HEIGHT 16
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#define MAP_NAME_TEX1_SIZE ((MAP_NAME_TEX1_WIDTH * MAP_NAME_TEX1_HEIGHT) / 2) // 128x16 IA4 texture
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#define MAP_NAME_TEX2_WIDTH 80
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#define MAP_NAME_TEX2_HEIGHT 32
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#define MAP_NAME_TEX2_SIZE (MAP_NAME_TEX2_WIDTH * MAP_NAME_TEX2_HEIGHT) // 80x32 IA8 texture
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#define PAUSE_MAP_MARK_NONE -1
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#define PAUSE_MAP_MARK_CHEST 0
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#define PAUSE_MAP_MARK_BOSS 1
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typedef struct PauseMapMarkPoint {
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/* 0x00 */ s16 chestFlag; // chest icon is only displayed if this flag is not set for the current room, -1 for no flag
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/* 0x04 */ f32 x, y; // coordinates to place the icon (top-left corner)
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} PauseMapMarkPoint; // size = 0x0C
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typedef struct PauseMapMarkData {
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/* 0x00 */ s16 markType; // 0 for the chest icon, 1 for the boss skull icon, -1 for none
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/* 0x04 */ s32 unk_04;
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/* 0x08 */ const Vtx* vtx;
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/* 0x0C */ s32 vtxCount;
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/* 0x10 */ s32 count; // number of icons to display
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/* 0x14 */ PauseMapMarkPoint points[12];
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} PauseMapMarkData; // size = 0xA4
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typedef PauseMapMarkData PauseMapMarksData[3];
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void KaleidoSetup_Update(struct PlayState* play);
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void KaleidoSetup_Init(struct PlayState* play);
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void KaleidoSetup_Destroy(struct PlayState* play);
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#endif
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