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oot/include/z64pause.h
Dragorn421 dc2ceb33f3
Pause doc: Pages drawing (#2190)
* name main fields and regs for pages drawing

* comments

* format

* more comments

* roll -> pitch (oops)

* Document `PauseContext.offsetY`, `R_PAUSE_OFFSET_VERTICAL` as "y origin 1/2"

* copypaste comment on page pitches fields

* "offset depth" -> "depth offset"

* review
2024-09-18 08:11:21 -04:00

253 lines
9.8 KiB
C

#ifndef Z64PAUSE_H
#define Z64PAUSE_H
#include "z64animation.h"
#include "z64message.h"
#include "z64view.h"
struct OcarinaStaff;
struct PlayState;
#define PAUSE_ITEM_NONE 999
#define PAUSE_CURSOR_PAGE_LEFT 10
#define PAUSE_CURSOR_PAGE_RIGHT 11
typedef enum PauseMenuPage {
/* 0x00 */ PAUSE_ITEM,
/* 0x01 */ PAUSE_MAP,
/* 0x02 */ PAUSE_QUEST,
/* 0x03 */ PAUSE_EQUIP,
/* 0x04 */ PAUSE_WORLD_MAP
} PauseMenuPage;
// The XZ coordinates in which direction each pause page is at
// e.g. the item page is in the -z direction
/*
* < item >
*
* ^ ^
* x
* equip o--> map
* |
* v z v v
*
* < quest >
*/
#define PAUSE_ITEM_X (0)
#define PAUSE_ITEM_Z (-1)
#define PAUSE_MAP_X (1)
#define PAUSE_MAP_Z (0)
#define PAUSE_QUEST_X (0)
#define PAUSE_QUEST_Z (1)
#define PAUSE_EQUIP_X (-1)
#define PAUSE_EQUIP_Z (0)
// The pause camera looks at x=0,z=0,
// with the eye being PAUSE_EYE_DIST away in the direction opposite to the active page,
// which results in the camera being pointed (through x=0,z=0) towards the active page.
#define PAUSE_EYE_DIST (64.0f)
#define PAUSE_EQUIP_PLAYER_WIDTH 64
#define PAUSE_EQUIP_PLAYER_HEIGHT 112
#define PAUSE_EQUIP_BUFFER_SIZE sizeof(u16[PAUSE_EQUIP_PLAYER_HEIGHT][PAUSE_EQUIP_PLAYER_WIDTH])
#define PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE 0x5000
typedef enum PauseState {
/* 0 */ PAUSE_STATE_OFF,
/* 1 */ PAUSE_STATE_WAIT_LETTERBOX, // Request no letterboxing and wait for it.
/* 2 */ PAUSE_STATE_WAIT_BG_PRERENDER, // Wait for the pause background prerender to be done.
/* 3 */ PAUSE_STATE_INIT, // Load data and initialize/setup various things.
/* 4 */ PAUSE_STATE_OPENING_1, // Animate the pause menu coming together with rotations and other animations.
/* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu.
/* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs.
/* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu
/* 8 */ PAUSE_STATE_8,
/* 9 */ PAUSE_STATE_9,
/* 10 */ PAUSE_STATE_10,
/* 11 */ PAUSE_STATE_11,
/* 12 */ PAUSE_STATE_12,
/* 13 */ PAUSE_STATE_13,
/* 14 */ PAUSE_STATE_14,
/* 15 */ PAUSE_STATE_15,
/* 16 */ PAUSE_STATE_16,
/* 17 */ PAUSE_STATE_17,
/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
} PauseState;
#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
(((pauseCtx)->state >= PAUSE_STATE_8) && ((pauseCtx)->state <= PAUSE_STATE_17))
#define IS_PAUSED(pauseCtx) \
(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))
// Sub-states of PAUSE_STATE_MAIN
typedef enum PauseMainState {
/* 0 */ PAUSE_MAIN_STATE_IDLE,
/* 1 */ PAUSE_MAIN_STATE_SWITCHING_PAGE,
/* 2 */ PAUSE_MAIN_STATE_2,
/* 3 */ PAUSE_MAIN_STATE_3,
/* 4 */ PAUSE_MAIN_STATE_4,
/* 5 */ PAUSE_MAIN_STATE_5,
/* 6 */ PAUSE_MAIN_STATE_6,
/* 7 */ PAUSE_MAIN_STATE_7,
/* 8 */ PAUSE_MAIN_STATE_8,
/* 9 */ PAUSE_MAIN_STATE_9
} PauseMainState;
// Sub-states of PAUSE_STATE_SAVE_PROMPT
typedef enum PauseSavePromptState {
/* 0 */ PAUSE_SAVE_PROMPT_STATE_APPEARING,
/* 1 */ PAUSE_SAVE_PROMPT_STATE_WAIT_CHOICE,
/* 2 */ PAUSE_SAVE_PROMPT_STATE_CLOSING,
/* 3 */ PAUSE_SAVE_PROMPT_STATE_RETURN_TO_MENU,
/* 4 */ PAUSE_SAVE_PROMPT_STATE_SAVED,
/* 5 */ PAUSE_SAVE_PROMPT_STATE_CLOSING_AFTER_SAVED,
/* 6 */ PAUSE_SAVE_PROMPT_STATE_RETURN_TO_MENU_2 // unused
} PauseSavePromptState;
typedef enum PauseCursorQuad {
/* 0 */ PAUSE_CURSOR_QUAD_TL,
/* 1 */ PAUSE_CURSOR_QUAD_TR,
/* 2 */ PAUSE_CURSOR_QUAD_BL,
/* 3 */ PAUSE_CURSOR_QUAD_BR,
/* 4 */ PAUSE_CURSOR_QUAD_4,
/* 5 */ PAUSE_CURSOR_QUAD_MAX
} PauseCursorQuad;
typedef enum WorldMapPoint {
/* 0 */ WORLD_MAP_POINT_HAUNTED_WASTELAND,
/* 1 */ WORLD_MAP_POINT_GERUDOS_FORTRESS,
/* 2 */ WORLD_MAP_POINT_GERUDO_VALLEY,
/* 3 */ WORLD_MAP_POINT_LAKE_HYLIA,
/* 4 */ WORLD_MAP_POINT_LON_LON_RANCH,
/* 5 */ WORLD_MAP_POINT_MARKET,
/* 6 */ WORLD_MAP_POINT_HYRULE_FIELD,
/* 7 */ WORLD_MAP_POINT_DEATH_MOUNTAIN,
/* 8 */ WORLD_MAP_POINT_KAKARIKO_VILLAGE,
/* 9 */ WORLD_MAP_POINT_LOST_WOODS,
/* 10 */ WORLD_MAP_POINT_KOKIRI_FOREST,
/* 11 */ WORLD_MAP_POINT_ZORAS_DOMAIN,
/* 12 */ WORLD_MAP_POINT_MAX
} WorldMapPoint;
#define TRADE_QUEST_MARKER_NONE 0xFF
typedef enum WorldMapPointState {
/* 0 */ WORLD_MAP_POINT_STATE_HIDE,
/* 1 */ WORLD_MAP_POINT_STATE_SHOW,
/* 2 */ WORLD_MAP_POINT_STATE_HIGHLIGHT
} WorldMapPointState;
// Values for PauseContext.pagesYOrigin1 and R_PAUSE_PAGES_Y_ORIGIN_2 respectively,
// that make the pause pages rotate around their lower edge instead of the middle.
#define PAUSE_PAGES_Y_ORIGIN_1_LOWER 80 // PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT / 2
#define PAUSE_PAGES_Y_ORIGIN_2_LOWER (s16)(-PAUSE_PAGES_Y_ORIGIN_1_LOWER * 0.78 * 100)
typedef struct PauseContext {
/* 0x0000 */ View view;
/* 0x0128 */ u8* iconItemSegment;
/* 0x012C */ u8* iconItem24Segment;
/* 0x0130 */ u8* iconItemAltSegment;
/* 0x0134 */ u8* iconItemLangSegment;
/* 0x0138 */ u8* nameSegment;
/* 0x013C */ u8* playerSegment;
/* 0x0140 */ char unk_140[0x04];
/* 0x0144 */ Vtx* itemPageVtx;
/* 0x0148 */ Vtx* equipPageVtx;
/* 0x014C */ Vtx* mapPageVtx;
/* 0x0150 */ Vtx* questPageVtx;
/* 0x0154 */ Vtx* infoPanelVtx;
/* 0x0158 */ Vtx* itemVtx;
/* 0x015C */ Vtx* equipVtx;
/* 0x0160 */ char unk_160[0x04];
/* 0x0164 */ Vtx* questVtx;
/* 0x0168 */ Vtx* cursorVtx;
/* 0x016C */ Vtx* promptPageVtx; // Used by both the pause menu save prompt and the gameover prompt
/* 0x0170 */ char unk_170[0x24];
/* 0x0194 */ struct OcarinaStaff* ocarinaStaff;
/* 0x0198 */ char unk_198[0x20];
/* 0x01B8 */ OSMesgQueue loadQueue;
/* 0x01D0 */ OSMesg loadMsg;
/* 0x01D4 */ u16 state;
/* 0x01D6 */ u16 debugState;
/* 0x01D8 */ Vec3f eye;
/* 0x01E4 */ u16 mainState;
/* 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)`
/* 0x01E8 */ u16 pageIndex; // "kscp_pos"
/* 0x01EA */ u16 pageSwitchTimer;
/* 0x01EC */ u16 savePromptState;
/* 0x01F0 */ f32 promptDepthOffset; // Offset position of the prompt away from the camera
/* 0x01F4 */ f32 itemPagePitch; // Rotation of the item page around its local horizontal/sideways axis
/* 0x01F8 */ f32 equipPagePitch; // Rotation of the equip page around its local horizontal/sideways axis
/* 0x01FC */ f32 mapPagePitch; // Rotation of the map page around its local horizontal/sideways axis
/* 0x0200 */ f32 questPagePitch; // Rotation of the quest page around its local horizontal/sideways axis
/* 0x0204 */ f32 promptPitch; // Rotation of the prompt around its local horizontal/sideways axis. "angle_s"
/* 0x0208 */ u16 alpha;
/* 0x020A */ s16 pagesYOrigin1;
/* 0x020C */ char unk_20C[0x08];
/* 0x0214 */ s16 stickAdjX;
/* 0x0216 */ s16 stickAdjY;
/* 0x0218 */ s16 cursorPoint[5]; // "cursor_point"
/* 0x0222 */ s16 cursorX[5]; // "cur_xpt"
/* 0x022C */ s16 cursorY[5]; // "cur_ypt"
/* 0x0236 */ s16 dungeonMapSlot;
/* 0x0238 */ s16 cursorSpecialPos; // "key_angle"
/* 0x023A */ s16 pageSwitchInputTimer; // Used to introduce a delay before switching page when arriving on the "scroll left/right" positions while holding stick left/right.
/* 0x023C */ u16 namedItem; // "zoom_name"
/* 0x023E */ u16 cursorItem[4]; // "select_name"
/* 0x0246 */ u16 cursorSlot[4];
/* 0x024E */ u16 equipTargetItem; // "sl_item_no"
/* 0x0250 */ u16 equipTargetSlot; // "sl_number"
/* 0x0252 */ u16 equipTargetCBtn;
/* 0x0254 */ s16 equipAnimX;
/* 0x0256 */ s16 equipAnimY;
/* 0x0258 */ s16 equipAnimAlpha;
/* 0x025A */ s16 infoPanelOffsetY;
/* 0x025C */ u16 nameDisplayTimer;
/* 0x025E */ u16 nameColorSet; // 0 = white; 1 = grey
/* 0x0260 */ s16 cursorColorSet; // 0 = white; 4 = yellow; 8 = green
/* 0x0262 */ s16 promptChoice; // save/continue choice: 0 = yes; 4 = no
/* 0x0264 */ s16 ocarinaSongIdx;
/* 0x0266 */ u8 worldMapPoints[20]; // indices: `WorldMapPoint` enum, values: `WorldMapPointState` enum
/* 0x027A */ u8 tradeQuestMarker; // Can be either a `WorldMapPoint` value or `TRADE_QUEST_MARKER_NONE`
/* 0x027C */ SkelAnime playerSkelAnime;
} PauseContext; // size = 0x2C0
// Note that z_kaleido_scope.c assumes that the dimensions and texture format here also matches the dimensions and
// texture format for ITEM_NAME_TEX_*
#define MAP_NAME_TEX1_WIDTH 128
#define MAP_NAME_TEX1_HEIGHT 16
#define MAP_NAME_TEX1_SIZE ((MAP_NAME_TEX1_WIDTH * MAP_NAME_TEX1_HEIGHT) / 2) // 128x16 IA4 texture
#define MAP_NAME_TEX2_WIDTH 80
#define MAP_NAME_TEX2_HEIGHT 32
#define MAP_NAME_TEX2_SIZE (MAP_NAME_TEX2_WIDTH * MAP_NAME_TEX2_HEIGHT) // 80x32 IA8 texture
#define PAUSE_MAP_MARK_NONE -1
#define PAUSE_MAP_MARK_CHEST 0
#define PAUSE_MAP_MARK_BOSS 1
typedef struct PauseMapMarkPoint {
/* 0x00 */ s16 chestFlag; // chest icon is only displayed if this flag is not set for the current room, -1 for no flag
/* 0x04 */ f32 x, y; // coordinates to place the icon (top-left corner)
} PauseMapMarkPoint; // size = 0x0C
typedef struct PauseMapMarkData {
/* 0x00 */ s16 markType; // 0 for the chest icon, 1 for the boss skull icon, -1 for none
/* 0x04 */ s32 unk_04;
/* 0x08 */ const Vtx* vtx;
/* 0x0C */ s32 vtxCount;
/* 0x10 */ s32 count; // number of icons to display
/* 0x14 */ PauseMapMarkPoint points[12];
} PauseMapMarkData; // size = 0xA4
typedef PauseMapMarkData PauseMapMarksData[3];
void KaleidoSetup_Update(struct PlayState* play);
void KaleidoSetup_Init(struct PlayState* play);
void KaleidoSetup_Destroy(struct PlayState* play);
#endif