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05c87518e7
* Document pause page switching * document initial scroll left setup, when opening the pause menu * `PAUSE_MAIN_STATE_1` -> `PAUSE_MAIN_STATE_SWITCHING_PAGE` * try a diagram of the pages layout in world space as a comment * expand `nextPageMode` comment * touch up pause camera header comments * expand comment on irrelevant init `mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE` * expand doc on `sKaleidoSetup*` data * expand docs on `gPageSwitchNextButtonStatus` * add some doc on `sPageSwitch*` arrays * SwitchPage -> PageSwitch * add `PAGE_SWITCH_NSTEPS` * `SWITCH_PAGE_*_PT` -> `PAGE_SWITCH_PT_*` * peepoArtist --------- Co-authored-by: fig02 <fig02srl@gmail.com>
199 lines
7.2 KiB
C
199 lines
7.2 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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#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 {
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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 {
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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_8,
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/* 9 */ PAUSE_STATE_9,
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/* 10 */ PAUSE_STATE_10,
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/* 11 */ PAUSE_STATE_11,
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/* 12 */ PAUSE_STATE_12,
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/* 13 */ PAUSE_STATE_13,
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/* 14 */ PAUSE_STATE_14,
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/* 15 */ PAUSE_STATE_15,
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/* 16 */ PAUSE_STATE_16,
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/* 17 */ PAUSE_STATE_17,
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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_8) && ((pauseCtx)->state <= PAUSE_STATE_17))
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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 {
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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_2,
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/* 3 */ PAUSE_MAIN_STATE_3,
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/* 4 */ PAUSE_MAIN_STATE_4,
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/* 5 */ PAUSE_MAIN_STATE_5,
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/* 6 */ PAUSE_MAIN_STATE_6,
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/* 7 */ PAUSE_MAIN_STATE_7,
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/* 8 */ PAUSE_MAIN_STATE_8,
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/* 9 */ PAUSE_MAIN_STATE_9
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} PauseMainState;
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typedef struct {
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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* saveVtx;
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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 unk_1EC;
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/* 0x01F0 */ f32 unk_1F0;
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/* 0x01F4 */ f32 unk_1F4;
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/* 0x01F8 */ f32 unk_1F8;
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/* 0x01FC */ f32 unk_1FC;
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/* 0x0200 */ f32 unk_200;
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/* 0x0204 */ f32 unk_204; // "angle_s"
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/* 0x0208 */ u16 alpha;
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/* 0x020A */ s16 offsetY;
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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]; // 0 = hidden; 1 = displayed; 2 = highlighted
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/* 0x027A */ u8 tradeQuestLocation;
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/* 0x027C */ SkelAnime playerSkelAnime;
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} PauseContext; // size = 0x2C0
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// Note that z_kaleido_scope_PAL.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 {
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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 {
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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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#endif
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