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oot/src/code/z_play.c
engineer124 e68f321777
Document Magic (#1199)
* Magic docs WIP

* More docs, first round finished

* Better docs

* More renaming

* Simpler name

* Another small adjustment

* rm if(1)

* Better names again after in-game testing

* Change comments

* change comment

* Big rename based on all the suggestions

* Small touch-up

* More PR Suggestions

* RESTORE_IDLE -> RESET

* More docs

* Capitalization

* PR suggestions

* Make declaration consistent

* Health_ChangeBy (amount)

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* Add another clarity comment

* Discord discussions on `magicFillTarget`

* Comments

* grammar

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* one more thing

* bar -> meter
2022-05-23 18:52:01 +02:00

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#include "global.h"
#include "vt.h"
void* D_8012D1F0 = NULL;
UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
TransitionUnk sTrnsnUnk;
s32 gTrnsnUnkState;
VisMono D_80161498;
Color_RGBA8_u32 D_801614B0;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
u64 D_801614D0[0xA00];
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn);
void func_800BC450(PlayState* this) {
Camera_ChangeDataIdx(GET_ACTIVE_CAM(this), this->unk_1242B - 1);
}
void func_800BC490(PlayState* this, s16 point) {
ASSERT(point == 1 || point == 2, "point == 1 || point == 2", "../z_play.c", 2160);
this->unk_1242B = point;
if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
func_800BC450(this);
}
s32 func_800BC56C(PlayState* this, s16 arg1) {
return (arg1 == this->unk_1242B);
}
// original name: "Game_play_shop_pr_vr_switch_set"
void func_800BC590(PlayState* this) {
osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
if (YREG(15) == 0x10) {
this->unk_1242B = 2;
}
}
void Play_SetupTransition(PlayState* this, s32 transitionType) {
TransitionContext* transitionCtx = &this->transitionCtx;
bzero(transitionCtx, sizeof(TransitionContext));
transitionCtx->transitionType = transitionType;
// circle types
if ((transitionCtx->transitionType >> 5) == 1) {
transitionCtx->init = TransitionCircle_Init;
transitionCtx->destroy = TransitionCircle_Destroy;
transitionCtx->start = TransitionCircle_Start;
transitionCtx->isDone = TransitionCircle_IsDone;
transitionCtx->draw = TransitionCircle_Draw;
transitionCtx->update = TransitionCircle_Update;
transitionCtx->setType = TransitionCircle_SetType;
transitionCtx->setColor = TransitionCircle_SetColor;
transitionCtx->setUnkColor = TransitionCircle_SetUnkColor;
} else {
switch (transitionCtx->transitionType) {
case TRANS_TYPE_TRIFORCE:
transitionCtx->init = TransitionTriforce_Init;
transitionCtx->destroy = TransitionTriforce_Destroy;
transitionCtx->start = TransitionTriforce_Start;
transitionCtx->isDone = TransitionTriforce_IsDone;
transitionCtx->draw = TransitionTriforce_Draw;
transitionCtx->update = TransitionTriforce_Update;
transitionCtx->setType = TransitionTriforce_SetType;
transitionCtx->setColor = TransitionTriforce_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_WIPE:
case TRANS_TYPE_WIPE_FAST:
transitionCtx->init = TransitionWipe_Init;
transitionCtx->destroy = TransitionWipe_Destroy;
transitionCtx->start = TransitionWipe_Start;
transitionCtx->isDone = TransitionWipe_IsDone;
transitionCtx->draw = TransitionWipe_Draw;
transitionCtx->update = TransitionWipe_Update;
transitionCtx->setType = TransitionWipe_SetType;
transitionCtx->setColor = TransitionWipe_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_FADE_BLACK:
case TRANS_TYPE_FADE_WHITE:
case TRANS_TYPE_FADE_BLACK_FAST:
case TRANS_TYPE_FADE_WHITE_FAST:
case TRANS_TYPE_FADE_BLACK_SLOW:
case TRANS_TYPE_FADE_WHITE_SLOW:
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
case TRANS_TYPE_FADE_WHITE_INSTANT:
case TRANS_TYPE_FADE_GREEN:
case TRANS_TYPE_FADE_BLUE:
transitionCtx->init = TransitionFade_Init;
transitionCtx->destroy = TransitionFade_Destroy;
transitionCtx->start = TransitionFade_Start;
transitionCtx->isDone = TransitionFade_IsDone;
transitionCtx->draw = TransitionFade_Draw;
transitionCtx->update = TransitionFade_Update;
transitionCtx->setType = TransitionFade_SetType;
transitionCtx->setColor = TransitionFade_SetColor;
transitionCtx->setUnkColor = NULL;
break;
case TRANS_TYPE_FILL_WHITE2:
case TRANS_TYPE_FILL_WHITE:
this->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
break;
case TRANS_TYPE_INSTANT:
this->transitionMode = TRANS_MODE_INSTANT;
break;
case TRANS_TYPE_FILL_BROWN:
this->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
break;
case TRANS_TYPE_SANDSTORM_PERSIST:
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
break;
case TRANS_TYPE_SANDSTORM_END:
this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
break;
case TRANS_TYPE_CS_BLACK_FILL:
this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
break;
default:
Fault_AddHungupAndCrash("../z_play.c", 2290);
break;
}
}
}
void func_800BC88C(PlayState* this) {
this->transitionCtx.transitionType = -1;
}
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
this->lightCtx.fogNear, 1000);
}
void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
Player* player = GET_PLAYER(this);
this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackParam = 0;
SREG(91) = 0;
R_PAUSE_MENU_MODE = 0;
PreRender_Destroy(&this->pauseBgPreRender);
Effect_DeleteAll(this);
EffectSs_ClearAll(this);
CollisionCheck_DestroyContext(this, &this->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
if (this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
func_800BC88C(this);
this->transitionMode = TRANS_MODE_OFF;
}
ShrinkWindow_Destroy();
TransitionFade_Destroy(&this->transitionFade);
VisMono_Destroy(&D_80161498);
if (gSaveContext.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
Player_SetEquipmentData(this, player);
}
func_80031C3C(&this->actorCtx, this);
func_80110990(this);
KaleidoScopeCall_Destroy(this);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
Fault_RemoveClient(&D_801614B8);
}
void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
u32 zAlloc;
u32 zAllocAligned;
size_t zAllocSize;
Player* player;
s32 playerStartCamId;
s32 i;
u8 tempSetupIndex;
s32 pad[2];
if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
gSaveContext.entranceIndex = 0;
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Opening_Init, OpeningContext);
return;
}
SystemArena_Display();
GameState_Realloc(&this->state, 0x1D4790);
KaleidoManager_Init(this);
View_Init(&this->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STAT_ACTIVE);
for (i = 0; i < 3; i++) {
Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STAT_UNK100);
}
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
func_8005AC48(&this->mainCamera, 0xFF);
Sram_Init(this, &this->sramCtx);
func_80112098(this);
Message_Init(this);
GameOver_Init(this);
SoundSource_InitAll(this);
Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
func_8006450C(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.cutsceneIndex == 0xFFFD) {
gSaveContext.cutsceneIndex = 0;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
gSaveContext.dayTime = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if (gSaveContext.dayTime > CLOCK_TIME(18, 0) || gSaveContext.dayTime < CLOCK_TIME(6, 30)) {
gSaveContext.nightFlag = 1;
} else {
gSaveContext.nightFlag = 0;
}
Cutscene_HandleConditionalTriggers(this);
if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
} else if (!LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneSetupIndex = 0;
} else if (!LINK_IS_ADULT && !IS_DAY) {
gSaveContext.sceneSetupIndex = 1;
} else if (LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneSetupIndex = 2;
} else {
gSaveContext.sceneSetupIndex = 3;
}
tempSetupIndex = gSaveContext.sceneSetupIndex;
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
gSaveContext.sceneSetupIndex < 4) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
gSaveContext.sceneSetupIndex = 1;
} else {
gSaveContext.sceneSetupIndex = 0;
}
} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
gSaveContext.sceneSetupIndex < 4) {
gSaveContext.sceneSetupIndex = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
}
Play_SpawnScene(
this, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene,
gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].spawn);
osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex);
// When entering Gerudo Valley in the right setup, trigger the GC emulator to play the ending movie.
// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT09) &&
gSaveContext.sceneSetupIndex == 6) {
osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
((void (*)())0x81000000)();
osSyncPrintf("出戻り?\n"); // "Return?"
}
Cutscene_HandleEntranceTriggers(this);
KaleidoScopeCall_Init(this);
func_801109B0(this);
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
gSaveContext.totalDays++;
gSaveContext.bgsDayCount++;
gSaveContext.dogIsLost = true;
if (Inventory_ReplaceItem(this, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
Message_StartTextbox(this, 0x3066, NULL);
}
gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
} else {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
}
}
SREG(91) = -1;
R_PAUSE_MENU_MODE = 0;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0);
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
gTrnsnUnkState = 0;
this->transitionMode = TRANS_MODE_OFF;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed((u32)osGetTime());
Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->unk_11E16 = 0xFF;
this->unk_11E18 = 0;
this->unk_11DE9 = false;
if (gSaveContext.gameMode != 1) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
// fade in
this->transitionType =
(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F;
} else {
this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
this->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
}
ShrinkWindow_Init();
TransitionFade_Init(&this->transitionFade);
TransitionFade_SetType(&this->transitionFade, 3);
TransitionFade_SetColor(&this->transitionFade, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFade);
VisMono_Init(&D_80161498);
D_801614B0.a = 0;
Flags_UnsetAllEnv(this);
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&this->state.tha));
zAllocSize = THA_GetSize(&this->state.tha);
zAlloc = GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918);
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init(zAllocAligned, zAllocSize - zAllocAligned + zAlloc);
// "Zelda Heap"
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
func_800304DC(this, &this->actorCtx, this->linkActorEntry);
while (!func_800973FC(this, &this->roomCtx)) {
; // Empty Loop
}
player = GET_PLAYER(this);
Camera_InitPlayerSettings(&this->mainCamera, player);
Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartCamId = player->actor.params & 0xFF;
if (playerStartCamId != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId);
Camera_ChangeDataIdx(&this->mainCamera, playerStartCamId);
}
if (YREG(15) == 32) {
this->unk_1242B = 2;
} else if (YREG(15) == 16) {
this->unk_1242B = 1;
} else {
this->unk_1242B = 0;
}
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, (u32)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 ((HREG(80) == 18) && (HREG(81) < 0)) {
HREG(81) = 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");
}
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) {
switch (this->transitionMode) {
case TRANS_MODE_SETUP:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
s16 sceneSetupIndex = 0;
Interface_ChangeAlpha(1);
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
}
// fade out bgm if "continue bgm" flag is not set
if (!(gEntranceTable[this->nextEntranceIndex + sceneSetupIndex].field & 0x8000)) {
// "Sound initalized. 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 initalized. 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 != 2) {
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, FileChoose_Init, FileChooseContext);
}
} 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) {
// trigger in, leaving area
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_PlaySoundGeneral(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_PlaySoundGeneral(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;
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3533);
}
if (1 && (gTrnsnUnkState != 3)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3542);
}
if ((gSaveContext.gameMode == 0) && (this->msgCtx.msgMode == MSGMODE_NONE) &&
(this->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(this);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3551);
}
sp80 = (this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3555);
}
AnimationContext_Reset(&this->animationCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3561);
}
Object_UpdateBank(&this->objectCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3577);
}
if ((sp80 == 0) && (IREG(72) == 0)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3580);
}
this->gameplayFrames++;
func_800AA178(1);
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 {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3606);
}
func_800973FC(this, &this->roomCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3612);
}
CollisionCheck_AT(this, &this->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3618);
}
CollisionCheck_OC(this, &this->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3624);
}
CollisionCheck_Damage(this, &this->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3631);
}
CollisionCheck_ClearContext(this, &this->colChkCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3637);
}
if (!this->unk_11DE9) {
Actor_UpdateAll(this, &this->actorCtx);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3643);
}
func_80064558(this, &this->csCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3648);
}
func_800645A0(this, &this->csCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3651);
}
Effect_UpdateAll(this);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3657);
}
EffectSs_UpdateAll(this);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3662);
}
}
} else {
func_800AA178(0);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3672);
}
func_80095AA0(this, &this->roomCtx.curRoom, &input[1], 0);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3675);
}
func_80095AA0(this, &this->roomCtx.prevRoom, &input[1], 1);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3677);
}
if (this->unk_1242B != 0) {
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 (YREG(15) == 0x10) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
func_800BC490(this, this->unk_1242B ^ 3);
}
}
func_800BC450(this);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3708);
}
SkyboxDraw_Update(&this->skyboxCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3716);
}
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3721);
}
KaleidoScopeCall_Update(this);
} else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3727);
}
GameOver_Update(this);
} else {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3733);
}
Message_Update(this);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3737);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3742);
}
Interface_Update(this);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3765);
}
AnimationContext_Update(this, &this->animationCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3771);
}
SoundSource_UpdateAll(this);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3777);
}
ShrinkWindow_Update(R_UPDATE_RATE);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3783);
}
TransitionFade_Update(&this->transitionFade, R_UPDATE_RATE);
} else {
goto skip;
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3799);
}
skip:
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3801);
}
if ((sp80 == 0) || gDbgCamEnabled) {
s32 pad3[5];
s32 i;
this->nextCamId = this->activeCamId;
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3806);
}
for (i = 0; i < NUM_CAMS; i++) {
if ((i != this->nextCamId) && (this->cameraPtrs[i] != NULL)) {
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3809);
}
Camera_Update(this->cameraPtrs[i]);
}
}
Camera_Update(this->cameraPtrs[this->nextCamId]);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3814);
}
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 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 == 0) {
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);
func_80095248(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
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.fogFar);
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 ((HREG(80) != 10) || (HREG(92) != 0)) {
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) {
MsgEvent_SendNullTask();
PreRender_Calc(&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;
func_800C24BC(&this->pauseBgPreRender, &sp84);
POLY_OPA_DISP = sp84;
goto Play_Draw_DrawOverlayElements;
} else {
s32 sp80;
if ((HREG(80) != 10) || (HREG(83) != 0)) {
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);
SkyboxDraw_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) {
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x,
this->view.eye.y, this->view.eye.z);
}
}
}
if ((HREG(80) != 10) || (HREG(90) & 2)) {
if (!this->envCtx.sunMoonDisabled) {
Environment_DrawSunAndMoon(this);
}
}
if ((HREG(80) != 10) || (HREG(90) & 1)) {
Environment_DrawSkyboxFilters(this);
}
if ((HREG(80) != 10) || (HREG(90) & 4)) {
Environment_UpdateLightningStrike(this);
Environment_DrawLightning(this, 0);
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
sp228 = LightContext_NewLights(&this->lightCtx, gfxCtx);
Lights_BindAll(sp228, this->lightCtx.listHead, NULL);
Lights_Draw(sp228, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
if (VREG(94) == 0) {
if (HREG(80) != 10) {
sp80 = 3;
} else {
sp80 = HREG(84);
}
Scene_Draw(this);
Room_Draw(this, &this->roomCtx.curRoom, sp80 & 3);
Room_Draw(this, &this->roomCtx.prevRoom, sp80 & 3);
}
}
if ((HREG(80) != 10) || (HREG(83) != 0)) {
if ((this->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) {
Vec3f sp74;
Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(this));
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + sp74.x,
this->view.eye.y + sp74.y, this->view.eye.z + sp74.z);
}
}
if (this->envCtx.precipitation[PRECIP_RAIN_CUR] != 0) {
Environment_DrawRain(this, &this->view, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_11E18, FILL_SCREEN_OPA);
}
if ((HREG(80) != 10) || (HREG(85) != 0)) {
func_800315AC(this, &this->actorCtx);
}
if ((HREG(80) != 10) || (HREG(86) != 0)) {
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 ((HREG(80) != 10) || (HREG(87) != 0)) {
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 ((HREG(80) != 10) || (HREG(88) != 0)) {
if (this->envCtx.sandstormState != SANDSTORM_OFF) {
Environment_DrawSandstorm(this, this->envCtx.sandstormState);
}
}
if ((HREG(80) != 10) || (HREG(93) != 0)) {
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;
func_800C1F20(&this->pauseBgPreRender, &sp70);
if (R_PAUSE_MENU_MODE == 1) {
this->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer;
func_800C20B4(&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 ((HREG(80) != 10) || (HREG(89) != 0)) {
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) {
SkyboxDraw_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();
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 4556);
}
if ((HREG(80) == 10) && (HREG(94) != 10)) {
HREG(81) = 1;
HREG(82) = 1;
HREG(83) = 1;
HREG(84) = 3;
HREG(85) = 1;
HREG(86) = 1;
HREG(87) = 1;
HREG(88) = 1;
HREG(89) = 1;
HREG(90) = 15;
HREG(91) = 1;
HREG(92) = 1;
HREG(93) = 1;
HREG(94) = 10;
}
if ((HREG(80) != 10) || (HREG(81) != 0)) {
Play_Update(this);
}
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 4583);
}
Play_Draw(this);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 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* vec) {
CollisionPoly poly;
f32 temp1;
f32 temp2;
f32 temp3;
f32 floorY;
f32 nx;
f32 ny;
f32 nz;
s32 pad[5];
floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec);
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 = vec->x;
mf->yw = floorY;
mf->zw = vec->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 = vec->x;
mf->yw = vec->y;
mf->zw = vec->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_SendRequest1(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->curSpawn = spawn;
this->linkActorEntry = NULL;
this->unk_11DFC = NULL;
this->setupEntranceList = NULL;
this->setupExitList = NULL;
this->cUpElfMsgs = NULL;
this->setupPathList = NULL;
this->numSetupActors = 0;
Object_InitBank(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(this, this->sceneSegment);
Play_InitEnvironment(this, this->skyboxId);
}
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneNum];
scene->unk_13 = 0;
this->loadedScene = scene;
this->sceneNum = sceneNum;
this->sceneConfig = scene->config;
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 i;
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
if (this->cameraPtrs[i] == NULL) {
break;
}
}
if (i == 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",
i);
this->cameraPtrs[i] = &this->subCameras[i - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[i], &this->view, &this->colCtx, this);
this->cameraPtrs[i]->camId = i;
return i;
}
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_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 ret = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, 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 ret;
}
s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 ret = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, eye);
ret <<= 1;
ret |= Camera_SetParam(camera, 4, 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 ret;
}
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
if (1) {}
return ret;
}
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]);
}
s32 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
camera = this->cameraPtrs[camIdx];
Camera_InitPlayerSettings(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
}
void func_800C08AC(PlayState* this, s16 camId, s16 arg2) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
s16 i;
Play_ClearCamera(this, camIdx);
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
if (this->cameraPtrs[i] != NULL) {
osSyncPrintf(
VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
i);
Play_ClearCamera(this, i);
}
}
if (arg2 <= 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, arg2, NULL, CAM_ID_MAIN);
}
}
s16 Play_CameraGetUID(PlayState* this, s16 camId) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return camera->uid;
} else {
return -1;
}
}
s16 func_800C09D8(PlayState* this, s16 camId, s16 arg2) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return 0;
} else if (camera->uid != arg2) {
return 0;
} else if (camera->status != CAM_STAT_ACTIVE) {
return 2;
} else {
return 1;
}
}
void Play_SaveSceneFlags(PlayState* this) {
SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[this->sceneNum];
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->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (this->sceneNum != SCENE_KAKUSIANA)) {
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->sceneNum == SCENE_GANON_SONOGO) || (this->sceneNum == SCENE_GANON_FINAL) ||
(this->sceneNum == SCENE_GANONTIKA_SONOGO) || (this->sceneNum == SCENE_GANON_DEMO)) {
this->nextEntranceIndex = ENTR_GANON_FINAL_0;
Item_Give(this, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) ||
(gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) {
this->nextEntranceIndex = ENTR_SPOT00_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 func_800C0CB8(PlayState* this) {
return (this->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
(YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
}
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[(u16)actor->params >> 10];
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_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
return true;
} else {
return false;
}
}