Shipwright/soh/src/code/z_parameter.c

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208 KiB
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#include "global.h"
#include "vt.h"
#include "textures/parameter_static/parameter_static.h"
#include "textures/do_action_static/do_action_static.h"
#include "textures/icon_item_static/icon_item_static.h"
#ifdef _MSC_VER
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#endif
// TODO extract this information from the texture definitions themselves
#define DO_ACTION_TEX_WIDTH 48
#define DO_ACTION_TEX_HEIGHT 16
#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex))
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// The button statuses include the A button when most things are only the equip item buttons
// So, when indexing into it with a item button index, we need to adjust
#define BUTTON_STATUS_INDEX(button) ((button) >= 4) ? ((button) + 1) : (button)
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
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s16 Top_HUD_Margin = 0;
s16 Left_HUD_Margin = 0;
s16 Right_HUD_Margin = 0;
s16 Bottom_HUD_Margin = 0;
typedef struct {
/* 0x00 */ u8 scene;
/* 0x01 */ u8 flags1;
/* 0x02 */ u8 flags2;
/* 0x03 */ u8 flags3;
} RestrictionFlags;
static RestrictionFlags sRestrictionFlags[] = {
{ SCENE_SPOT00, 0x00, 0x00, 0x10 },
{ SCENE_SPOT01, 0x00, 0x00, 0x10 },
{ SCENE_SPOT02, 0x00, 0x00, 0x10 },
{ SCENE_SPOT03, 0x00, 0x00, 0x10 },
{ SCENE_SPOT04, 0x00, 0x00, 0x10 },
{ SCENE_SPOT05, 0x00, 0x00, 0x10 },
{ SCENE_SPOT06, 0x00, 0x00, 0x10 },
{ SCENE_SPOT07, 0x00, 0x00, 0x10 },
{ SCENE_SPOT08, 0x00, 0x00, 0x10 },
{ SCENE_SPOT09, 0x00, 0x00, 0x10 },
{ SCENE_SPOT10, 0x00, 0x00, 0x10 },
{ SCENE_SPOT11, 0x00, 0x00, 0x10 },
{ SCENE_SPOT12, 0x00, 0x00, 0x10 },
{ SCENE_SPOT13, 0x00, 0x00, 0x10 },
{ SCENE_SPOT15, 0x00, 0x00, 0x10 },
{ SCENE_GANON_TOU, 0x00, 0x00, 0x10 },
{ SCENE_SPOT16, 0x00, 0x00, 0x10 },
{ SCENE_SPOT17, 0x00, 0x00, 0x10 },
{ SCENE_SPOT18, 0x00, 0x00, 0x10 },
{ SCENE_SPOT20, 0x00, 0x00, 0x10 },
{ SCENE_TOKINOMA, 0x00, 0x10, 0x15 },
{ SCENE_KENJYANOMA, 0xA2, 0xAA, 0xAA },
{ SCENE_SYATEKIJYOU, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA_N, 0x11, 0x55, 0x55 },
{ SCENE_HAKAANA, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA2, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA_OUKE, 0x00, 0x00, 0xD0 },
{ SCENE_DAIYOUSEI_IZUMI, 0x00, 0x00, 0x10 },
{ SCENE_YOUSEI_IZUMI_TATE, 0x00, 0x00, 0xD0 },
{ SCENE_YOUSEI_IZUMI_YOKO, 0x00, 0x00, 0x10 },
{ SCENE_GANON_FINAL, 0x00, 0x05, 0x50 },
{ SCENE_NAKANIWA, 0x00, 0x05, 0x54 },
{ SCENE_TURIBORI, 0x11, 0x55, 0x55 },
{ SCENE_BOWLING, 0x11, 0x55, 0x55 },
{ SCENE_SOUKO, 0x00, 0x10, 0x15 },
{ SCENE_MIHARIGOYA, 0x00, 0x10, 0x14 },
{ SCENE_MAHOUYA, 0x10, 0x15, 0x55 },
{ SCENE_TAKARAYA, 0x10, 0x15, 0x55 },
{ SCENE_KINSUTA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA_N, 0x00, 0x10, 0x15 },
{ SCENE_ENRUI, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_DAY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_ALLEY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ALLEY_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_R, 0x00, 0x10, 0xD5 },
{ SCENE_LINK_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME4, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME5, 0x10, 0x10, 0x15 },
{ SCENE_MALON_STABLE, 0x10, 0x10, 0x15 },
{ SCENE_HUT, 0x10, 0x10, 0x15 },
{ SCENE_IMPA, 0x10, 0x10, 0x15 },
{ SCENE_LABO, 0x10, 0x10, 0x15 },
{ SCENE_HYLIA_LABO, 0x00, 0x10, 0x15 },
{ SCENE_TENT, 0x10, 0x10, 0x15 },
{ SCENE_SHOP1, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_GOLON, 0x10, 0x10, 0x15 },
{ SCENE_ZOORA, 0x10, 0x10, 0x15 },
{ SCENE_DRAG, 0x10, 0x10, 0x15 },
{ SCENE_ALLEY_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_NIGHT_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_FACE_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_MEN, 0x00, 0x03, 0x10 },
{ SCENE_YDAN, 0x00, 0x00, 0x00 },
{ SCENE_YDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_DDAN, 0x00, 0x00, 0x00 },
{ SCENE_DDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BDAN, 0x00, 0x00, 0x00 },
{ SCENE_BDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BMORI1, 0x00, 0x00, 0x00 },
{ SCENE_MORIBOSSROOM, 0x00, 0x45, 0x50 },
{ SCENE_HAKADANCH, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN_BS, 0x00, 0x45, 0x50 },
{ SCENE_HIDAN, 0x00, 0x00, 0x00 },
{ SCENE_FIRE_BS, 0x00, 0x45, 0x50 },
{ SCENE_MIZUSIN, 0x00, 0x00, 0x00 },
{ SCENE_MIZUSIN_BS, 0x00, 0x45, 0x50 },
{ SCENE_JYASINZOU, 0x00, 0x00, 0x00 },
{ SCENE_JYASINBOSS, 0x00, 0x45, 0x50 },
{ SCENE_GANON, 0x00, 0x00, 0x00 },
{ SCENE_GANON_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_ICE_DOUKUTO, 0x00, 0x00, 0xC0 },
{ SCENE_HAKASITARELAY, 0x00, 0x03, 0x14 },
{ SCENE_GANONTIKA, 0x00, 0x03, 0x10 },
{ SCENE_GANON_DEMO, 0x00, 0x45, 0x50 },
{ SCENE_GANON_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GANONTIKA_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GERUDOWAY, 0x00, 0x00, 0x10 },
{ SCENE_KAKUSIANA, 0x00, 0x00, 0xD0 },
{ 0xFF, 0x00, 0x00, 0x00 },
};
static s16 sHBAScoreTier = 0;
static u16 sHBAScoreDigits[] = { 0, 0, 0, 0 };
static u16 sCUpInvisible = 0;
static u16 sCUpTimer = 0;
s16 gSpoilingItems[] = { ITEM_ODD_MUSHROOM, ITEM_FROG, ITEM_EYEDROPS };
s16 gSpoilingItemReverts[] = { ITEM_COJIRO, ITEM_PRESCRIPTION, ITEM_PRESCRIPTION };
static s16 sMagicBorderR = 255;
static s16 sMagicBorderG = 255;
static s16 sMagicBorderB = 255;
static s16 sExtraItemBases[] = {
ITEM_STICK, ITEM_STICK, ITEM_NUT, ITEM_NUT, ITEM_BOMB, ITEM_BOMB, ITEM_BOMB, ITEM_BOMB, ITEM_BOW,
ITEM_BOW, ITEM_BOW, ITEM_SEEDS, ITEM_BOMBCHU, ITEM_BOMBCHU, ITEM_STICK, ITEM_STICK, ITEM_NUT, ITEM_NUT,
};
static s16 D_80125A58 = 0;
static s16 D_80125A5C = 0;
static Gfx sSetupDL_80125A60[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_SHADING_SMOOTH | G_LOD),
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_1PRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_CLD_SURF | G_RM_CLD_SURF2),
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsSPEndDisplayList(),
};
static const char* actionsTbl[] =
{
gAttackDoActionENGTex,
gCheckDoActionENGTex,
gEnterDoActionENGTex,
gReturnDoActionENGTex,
gOpenDoActionENGTex,
gJumpDoActionENGTex,
gDecideDoActionENGTex,
gDiveDoActionENGTex,
gFasterDoActionENGTex,
gThrowDoActionENGTex,
gUnusedNaviDoActionENGTex,
gClimbDoActionENGTex,
gDropDoActionENGTex,
gDownDoActionENGTex,
gSaveDoActionENGTex,
gSpeakDoActionENGTex,
gNextDoActionENGTex,
gGrabDoActionENGTex,
gStopDoActionENGTex,
gPutAwayDoActionENGTex,
gReelDoActionENGTex,
gNum1DoActionENGTex,
gNum2DoActionENGTex,
gNum3DoActionENGTex,
gNum4DoActionENGTex,
gNum5DoActionENGTex,
gNum6DoActionENGTex,
gNum7DoActionENGTex,
gNum8DoActionENGTex,
};
// original name: "alpha_change"
void Interface_ChangeAlpha(u16 alphaType) {
if (alphaType != gSaveContext.unk_13EA) {
osSyncPrintf("ALPHAーTYPE=%d LAST_TIME_TYPE=%d\n", alphaType, gSaveContext.unk_13EE);
gSaveContext.unk_13EA = gSaveContext.unk_13E8 = alphaType;
gSaveContext.unk_13EC = 1;
}
}
void func_80082644(GlobalContext* globalCtx, s16 alpha) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
if (interfaceCtx->bAlpha != 70) {
interfaceCtx->bAlpha = 70;
}
} else {
if (interfaceCtx->bAlpha != 255) {
interfaceCtx->bAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[1] == BTN_DISABLED) {
if (interfaceCtx->cLeftAlpha != 70) {
interfaceCtx->cLeftAlpha = 70;
}
} else {
if (interfaceCtx->cLeftAlpha != 255) {
interfaceCtx->cLeftAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[2] == BTN_DISABLED) {
if (interfaceCtx->cDownAlpha != 70) {
interfaceCtx->cDownAlpha = 70;
}
} else {
if (interfaceCtx->cDownAlpha != 255) {
interfaceCtx->cDownAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[3] == BTN_DISABLED) {
if (interfaceCtx->cRightAlpha != 70) {
interfaceCtx->cRightAlpha = 70;
}
} else {
if (interfaceCtx->cRightAlpha != 255) {
interfaceCtx->cRightAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[4] == BTN_DISABLED) {
if (interfaceCtx->aAlpha != 70) {
interfaceCtx->aAlpha = 70;
}
} else {
if (interfaceCtx->aAlpha != 255) {
interfaceCtx->aAlpha = alpha;
}
}
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if (gSaveContext.buttonStatus[5] == BTN_DISABLED) {
if (interfaceCtx->dpadUpAlpha != 70) {
interfaceCtx->dpadUpAlpha = 70;
}
} else {
if (interfaceCtx->dpadUpAlpha != 255) {
interfaceCtx->dpadUpAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[6] == BTN_DISABLED) {
if (interfaceCtx->dpadDownAlpha != 70) {
interfaceCtx->dpadDownAlpha = 70;
}
} else {
if (interfaceCtx->dpadDownAlpha != 255) {
interfaceCtx->dpadDownAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[7] == BTN_DISABLED) {
if (interfaceCtx->dpadLeftAlpha != 70) {
interfaceCtx->dpadLeftAlpha = 70;
}
} else {
if (interfaceCtx->dpadLeftAlpha != 255) {
interfaceCtx->dpadLeftAlpha = alpha;
}
}
if (gSaveContext.buttonStatus[8] == BTN_DISABLED) {
if (interfaceCtx->dpadRightAlpha != 70) {
interfaceCtx->dpadRightAlpha = 70;
}
} else {
if (interfaceCtx->dpadRightAlpha != 255) {
interfaceCtx->dpadRightAlpha = alpha;
}
}
}
void func_8008277C(GlobalContext* globalCtx, s16 maxAlpha, s16 alpha) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
if (gSaveContext.unk_13E7 != 0) {
func_80082644(globalCtx, alpha);
return;
}
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
interfaceCtx->bAlpha = maxAlpha;
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
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if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
}
void func_80082850(GlobalContext* globalCtx, s16 maxAlpha) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 alpha = 255 - maxAlpha;
switch (gSaveContext.unk_13E8) {
case 1:
case 2:
case 8:
osSyncPrintf("a_alpha=%d, c_alpha=%d → ", interfaceCtx->aAlpha, interfaceCtx->cLeftAlpha);
if (gSaveContext.unk_13E8 == 8) {
if (interfaceCtx->bAlpha != 255) {
interfaceCtx->bAlpha = alpha;
}
} else {
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
interfaceCtx->bAlpha = maxAlpha;
}
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
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if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
interfaceCtx->healthAlpha = maxAlpha;
}
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
osSyncPrintf("a_alpha=%d, c_alpha=%d\n", interfaceCtx->aAlpha, interfaceCtx->cLeftAlpha);
break;
case 3:
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
func_8008277C(globalCtx, maxAlpha, alpha);
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
break;
case 4:
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
interfaceCtx->bAlpha = maxAlpha;
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
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if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
interfaceCtx->healthAlpha = maxAlpha;
}
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if (interfaceCtx->aAlpha != 255) {
interfaceCtx->aAlpha = alpha;
}
break;
case 5:
func_8008277C(globalCtx, maxAlpha, alpha);
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if (interfaceCtx->aAlpha != 255) {
interfaceCtx->aAlpha = alpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha;
}
break;
case 6:
func_8008277C(globalCtx, maxAlpha, alpha);
if (interfaceCtx->aAlpha != 255) {
interfaceCtx->aAlpha = alpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha;
}
switch (globalCtx->sceneNum) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
if (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = alpha;
} else {
interfaceCtx->minimapAlpha = 170;
}
break;
default:
if (interfaceCtx->minimapAlpha != 255) {
interfaceCtx->minimapAlpha = alpha;
}
break;
}
break;
case 7:
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
func_80082644(globalCtx, alpha);
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha;
}
break;
case 9:
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
interfaceCtx->bAlpha = maxAlpha;
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
2022-06-22 22:24:20 -04:00
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha;
}
break;
case 10:
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
2022-06-22 22:24:20 -04:00
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
interfaceCtx->healthAlpha = maxAlpha;
}
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if (interfaceCtx->bAlpha != 255) {
interfaceCtx->bAlpha = alpha;
}
break;
case 11:
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
interfaceCtx->bAlpha = maxAlpha;
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
2022-06-22 22:24:20 -04:00
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
break;
case 12:
if (interfaceCtx->aAlpha != 255) {
interfaceCtx->aAlpha = alpha;
}
if (interfaceCtx->bAlpha != 255) {
interfaceCtx->bAlpha = alpha;
}
if (interfaceCtx->minimapAlpha != 255) {
interfaceCtx->minimapAlpha = alpha;
}
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
interfaceCtx->cLeftAlpha = maxAlpha;
}
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
interfaceCtx->cDownAlpha = maxAlpha;
}
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
interfaceCtx->cRightAlpha = maxAlpha;
}
2022-06-22 22:24:20 -04:00
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
interfaceCtx->dpadUpAlpha = maxAlpha;
}
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
interfaceCtx->dpadDownAlpha = maxAlpha;
}
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
interfaceCtx->dpadLeftAlpha = maxAlpha;
}
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
interfaceCtx->dpadRightAlpha = maxAlpha;
}
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
interfaceCtx->magicAlpha = maxAlpha;
}
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
interfaceCtx->healthAlpha = maxAlpha;
}
break;
case 13:
func_8008277C(globalCtx, maxAlpha, alpha);
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
interfaceCtx->minimapAlpha = maxAlpha;
}
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
interfaceCtx->aAlpha = maxAlpha;
}
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha;
}
break;
}
if ((globalCtx->roomCtx.curRoom.unk_03 == 1) && (interfaceCtx->minimapAlpha >= 0xFF)) {
interfaceCtx->minimapAlpha = 255;
}
}
void func_80083108(GlobalContext* globalCtx) {
MessageContext* msgCtx = &globalCtx->msgCtx;
Player* player = GET_PLAYER(globalCtx);
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 i;
s16 sp28 = 0;
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.unk_13E7 = 0;
if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
gSaveContext.unk_13E7 = 1;
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
}
if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOW) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) &&
(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
if ((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
Interface_LoadItemIcon1(globalCtx, 0);
} else {
gSaveContext.equips.buttonItems[0] = ITEM_BOW;
if (globalCtx->shootingGalleryStatus > 1) {
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
gSaveContext.equips.buttonItems[0] = ITEM_SLINGSHOT;
}
Interface_LoadItemIcon1(globalCtx, 0);
} else {
if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
} else {
Interface_LoadItemIcon1(globalCtx, 0);
}
}
}
gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] = gSaveContext.buttonStatus[3] =
BTN_DISABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
Interface_ChangeAlpha(6);
}
if (globalCtx->transitionMode != 0) {
Interface_ChangeAlpha(1);
} else if (gSaveContext.minigameState == 1) {
Interface_ChangeAlpha(8);
} else if (globalCtx->shootingGalleryStatus > 1) {
Interface_ChangeAlpha(8);
} else if ((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
Interface_ChangeAlpha(8);
} else if (player->stateFlags1 & 0x00800000) {
Interface_ChangeAlpha(12);
}
} else {
if (player->stateFlags1 & 0x00800000) {
Interface_ChangeAlpha(12);
}
}
} else if (globalCtx->sceneNum == SCENE_KENJYANOMA) {
Interface_ChangeAlpha(1);
} else if (globalCtx->sceneNum == SCENE_TURIBORI) {
gSaveContext.unk_13E7 = 2;
if (globalCtx->interfaceCtx.unk_260 != 0) {
if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
gSaveContext.unk_13EA = 0;
Interface_LoadItemIcon1(globalCtx, 0);
Interface_ChangeAlpha(12);
}
if (gSaveContext.unk_13EA != 12) {
Interface_ChangeAlpha(12);
}
} else if (gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
gSaveContext.unk_13EA = 0;
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
Interface_LoadItemIcon1(globalCtx, 0);
}
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_DISABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
Interface_ChangeAlpha(50);
} else {
if (gSaveContext.buttonStatus[0] == BTN_ENABLED) {
gSaveContext.unk_13EA = 0;
}
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_DISABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
Interface_ChangeAlpha(50);
}
} else if (msgCtx->msgMode == MSGMODE_NONE) {
if ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) {
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
sp28 = 1;
}
gSaveContext.buttonStatus[0] = BTN_DISABLED;
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
2022-05-15 15:26:54 -04:00
if ((gSaveContext.equips.buttonItems[i] >= ITEM_SHIELD_DEKU) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_BOOTS_HOVER)) {
// Equipment on c-buttons is always enabled
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
2022-05-15 15:26:54 -04:00
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
2022-05-15 15:26:54 -04:00
} else if (func_8008F2F8(globalCtx) == 2) {
if ((gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) &&
(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
} else {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
} else {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
if (sp28) {
gSaveContext.unk_13EA = 0;
}
Interface_ChangeAlpha(50);
} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & 0x00040000)) {
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
gSaveContext.buttonStatus[0] = BTN_DISABLED;
gSaveContext.buttonStatus[1] = BTN_DISABLED;
gSaveContext.buttonStatus[2] = BTN_DISABLED;
gSaveContext.buttonStatus[3] = BTN_DISABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = BTN_DISABLED;
gSaveContext.buttonStatus[6] = BTN_DISABLED;
gSaveContext.buttonStatus[7] = BTN_DISABLED;
gSaveContext.buttonStatus[8] = BTN_DISABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
}
} else if ((gSaveContext.eventInf[0] & 0xF) == 1) {
if (player->stateFlags1 & 0x00800000) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOW)) {
if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
} else {
gSaveContext.equips.buttonItems[0] = ITEM_BOW;
sp28 = 1;
}
}
} else {
sp28 = 1;
if ((gSaveContext.equips.buttonItems[0] == ITEM_NONE) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOW)) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
} else {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
}
}
if (1) {} // Necessary to match
}
if (sp28) {
Interface_LoadItemIcon1(globalCtx, 0);
sp28 = 0;
}
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
} else {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
if (sp28) {
gSaveContext.unk_13EA = 0;
}
Interface_ChangeAlpha(50);
} else {
if (interfaceCtx->restrictions.bButton == 0) {
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
sp28 = 1;
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
Interface_LoadItemIcon1(globalCtx, 0);
}
}
} else if ((gSaveContext.buttonStatus[0] & 0xFF) == BTN_DISABLED) {
sp28 = 1;
if (((gSaveContext.buttonStatus[0] & 0xFF) == BTN_DISABLED) ||
((gSaveContext.buttonStatus[0] & 0xFF) == BTN_ENABLED)) {
gSaveContext.buttonStatus[0] = BTN_ENABLED;
} else {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0] & 0xFF;
}
}
} else if (interfaceCtx->restrictions.bButton == 1) {
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
sp28 = 1;
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
Interface_LoadItemIcon1(globalCtx, 0);
}
}
} else {
if (gSaveContext.buttonStatus[0] == BTN_ENABLED) {
sp28 = 1;
}
gSaveContext.buttonStatus[0] = BTN_DISABLED;
}
}
if (interfaceCtx->restrictions.bottles != 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
} else if (interfaceCtx->restrictions.bottles == 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.tradeItems != 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((CVar_GetS32("gMMBunnyHood", 0) != 0)
&& (gSaveContext.equips.buttonItems[i] >= ITEM_MASK_KEATON)
&& (gSaveContext.equips.buttonItems[i] <= ITEM_MASK_TRUTH)) {
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
} else if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
} else if (interfaceCtx->restrictions.tradeItems == 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.hookshot != 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) ||
(gSaveContext.equips.buttonItems[i] == ITEM_LONGSHOT)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
} else if (interfaceCtx->restrictions.hookshot == 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) ||
(gSaveContext.equips.buttonItems[i] == ITEM_LONGSHOT)) {
2022-06-22 22:24:20 -04:00
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.ocarina != 0) {
2022-06-22 22:24:20 -04:00
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) ||
(gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_TIME)) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
} else if (interfaceCtx->restrictions.ocarina == 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) ||
(gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_TIME)) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.farores != 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == ITEM_FARORES_WIND) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
osSyncPrintf("***(i=%d)*** ", i);
}
}
} else if (interfaceCtx->restrictions.farores == 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == ITEM_FARORES_WIND) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.dinsNayrus != 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_DINS_FIRE) ||
(gSaveContext.equips.buttonItems[i] == ITEM_NAYRUS_LOVE)) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
}
}
} else if (interfaceCtx->restrictions.dinsNayrus == 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_DINS_FIRE) ||
(gSaveContext.equips.buttonItems[i] == ITEM_NAYRUS_LOVE)) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
if (interfaceCtx->restrictions.all != 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
if ((globalCtx->sceneNum != SCENE_TAKARAYA) ||
(gSaveContext.equips.buttonItems[i] != ITEM_LENS)) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
} else {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
} else if (interfaceCtx->restrictions.all == 0) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if ((gSaveContext.equips.buttonItems[i] != ITEM_DINS_FIRE) &&
(gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) &&
(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT) &&
(gSaveContext.equips.buttonItems[i] != ITEM_FARORES_WIND) &&
(gSaveContext.equips.buttonItems[i] != ITEM_NAYRUS_LOVE) &&
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
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if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
sp28 = 1;
}
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
}
}
}
}
}
}
if (sp28) {
gSaveContext.unk_13EA = 0;
if ((globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0)) {
Interface_ChangeAlpha(50);
osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
} else {
osSyncPrintf("game_play->fade_direction || game_play->fbdemo_wipe_modem");
}
}
}
void Interface_SetSceneRestrictions(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 i;
u8 currentScene;
// clang-format off
interfaceCtx->restrictions.hGauge = interfaceCtx->restrictions.bButton =
interfaceCtx->restrictions.aButton = interfaceCtx->restrictions.bottles =
interfaceCtx->restrictions.tradeItems = interfaceCtx->restrictions.hookshot =
interfaceCtx->restrictions.ocarina = interfaceCtx->restrictions.warpSongs =
interfaceCtx->restrictions.sunsSong = interfaceCtx->restrictions.farores =
interfaceCtx->restrictions.dinsNayrus = interfaceCtx->restrictions.all = 0;
// clang-format on
i = 0;
// "Data settings related to button display scene_data_ID=%d\n"
osSyncPrintf("ボタン表示関係データ設定 scene_data_ID=%d\n", globalCtx->sceneNum);
do {
currentScene = (u8)globalCtx->sceneNum;
if (sRestrictionFlags[i].scene == currentScene) {
interfaceCtx->restrictions.hGauge = (sRestrictionFlags[i].flags1 & 0xC0) >> 6;
interfaceCtx->restrictions.bButton = (sRestrictionFlags[i].flags1 & 0x30) >> 4;
interfaceCtx->restrictions.aButton = (sRestrictionFlags[i].flags1 & 0x0C) >> 2;
interfaceCtx->restrictions.bottles = (sRestrictionFlags[i].flags1 & 0x03) >> 0;
interfaceCtx->restrictions.tradeItems = (sRestrictionFlags[i].flags2 & 0xC0) >> 6;
interfaceCtx->restrictions.hookshot = (sRestrictionFlags[i].flags2 & 0x30) >> 4;
interfaceCtx->restrictions.ocarina = (sRestrictionFlags[i].flags2 & 0x0C) >> 2;
interfaceCtx->restrictions.warpSongs = (sRestrictionFlags[i].flags2 & 0x03) >> 0;
interfaceCtx->restrictions.sunsSong = (sRestrictionFlags[i].flags3 & 0xC0) >> 6;
interfaceCtx->restrictions.farores = (sRestrictionFlags[i].flags3 & 0x30) >> 4;
interfaceCtx->restrictions.dinsNayrus = (sRestrictionFlags[i].flags3 & 0x0C) >> 2;
interfaceCtx->restrictions.all = (sRestrictionFlags[i].flags3 & 0x03) >> 0;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("parameter->button_status = %x,%x,%x\n", sRestrictionFlags[i].flags1,
sRestrictionFlags[i].flags2, sRestrictionFlags[i].flags3);
osSyncPrintf("h_gage=%d, b_button=%d, a_button=%d, c_bottle=%d\n", interfaceCtx->restrictions.hGauge,
interfaceCtx->restrictions.bButton, interfaceCtx->restrictions.aButton,
interfaceCtx->restrictions.bottles);
osSyncPrintf("c_warasibe=%d, c_hook=%d, c_ocarina=%d, c_warp=%d\n", interfaceCtx->restrictions.tradeItems,
interfaceCtx->restrictions.hookshot, interfaceCtx->restrictions.ocarina,
interfaceCtx->restrictions.warpSongs);
osSyncPrintf("c_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d\n", interfaceCtx->restrictions.sunsSong,
interfaceCtx->restrictions.farores, interfaceCtx->restrictions.dinsNayrus,
interfaceCtx->restrictions.all);
osSyncPrintf(VT_RST);
return;
}
i++;
} while (sRestrictionFlags[i].scene != 0xFF);
}
Gfx* Gfx_TextureIA8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop,
s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy) {
gDPLoadTextureBlock(displayListHead++, texture, G_IM_FMT_IA, G_IM_SIZ_8b, textureWidth, textureHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPWideTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
return displayListHead;
}
Gfx* Gfx_TextureI8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop,
s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy) {
gDPLoadTextureBlock(displayListHead++, texture, G_IM_FMT_I, G_IM_SIZ_8b, textureWidth, textureHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPWideTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
return displayListHead;
}
void Inventory_SwapAgeEquipment(void) {
s16 i;
u16 temp;
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (i != 0) {
gSaveContext.childEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
} else {
gSaveContext.childEquips.buttonItems[i] = ITEM_SWORD_KOKIRI;
}
if (i != 0) {
gSaveContext.childEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
}
}
gSaveContext.childEquips.equipment = gSaveContext.equips.equipment;
if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) {
gSaveContext.equips.buttonItems[1] = ITEM_NUT;
gSaveContext.equips.cButtonSlots[0] = SLOT_NUT;
} else {
gSaveContext.equips.buttonItems[1] = gSaveContext.equips.cButtonSlots[0] = ITEM_NONE;
}
gSaveContext.equips.buttonItems[2] = ITEM_BOMB;
gSaveContext.equips.buttonItems[3] = gSaveContext.inventory.items[SLOT_OCARINA];
gSaveContext.equips.cButtonSlots[1] = SLOT_BOMB;
gSaveContext.equips.cButtonSlots[2] = SLOT_OCARINA;
gSaveContext.equips.equipment = 0x1122;
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// Set the dpad to nothing
gSaveContext.equips.buttonItems[4] = ITEM_NONE;
gSaveContext.equips.buttonItems[5] = ITEM_NONE;
gSaveContext.equips.buttonItems[6] = ITEM_NONE;
gSaveContext.equips.buttonItems[7] = ITEM_NONE;
gSaveContext.equips.cButtonSlots[3] = SLOT_NONE;
gSaveContext.equips.cButtonSlots[4] = SLOT_NONE;
gSaveContext.equips.cButtonSlots[5] = SLOT_NONE;
gSaveContext.equips.cButtonSlots[6] = SLOT_NONE;
} else {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
gSaveContext.equips.buttonItems[i] = gSaveContext.adultEquips.buttonItems[i];
if (i != 0) {
gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.adultEquips.cButtonSlots[i - 1];
}
if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
gSaveContext.equips.buttonItems[i] =
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
}
}
gSaveContext.equips.equipment = gSaveContext.adultEquips.equipment;
}
} else {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
gSaveContext.adultEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
if (i != 0) {
gSaveContext.adultEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
}
}
gSaveContext.adultEquips.equipment = gSaveContext.equips.equipment;
if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
gSaveContext.equips.buttonItems[i] = gSaveContext.childEquips.buttonItems[i];
if (i != 0) {
gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.childEquips.cButtonSlots[i - 1];
}
if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
gSaveContext.equips.buttonItems[i] =
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
}
}
gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
gSaveContext.equips.equipment &= 0xFFF0;
gSaveContext.equips.equipment |= 0x0001;
}
}
temp = gEquipMasks[EQUIP_SHIELD] & gSaveContext.equips.equipment;
if (temp != 0) {
temp >>= gEquipShifts[EQUIP_SHIELD];
if (!(gBitFlags[temp + 3] & gSaveContext.inventory.equipment)) {
gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_SHIELD];
}
}
}
void Interface_InitHorsebackArchery(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
gSaveContext.minigameState = 1;
interfaceCtx->unk_23C = interfaceCtx->unk_240 = interfaceCtx->unk_242 = 0;
gSaveContext.minigameScore = sHBAScoreTier = 0;
interfaceCtx->hbaAmmo = 20;
}
void func_800849EC(GlobalContext* globalCtx) {
gSaveContext.inventory.equipment |= gBitFlags[2] << gEquipShifts[EQUIP_SWORD];
gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD];
if (gBitFlags[3] & gSaveContext.inventory.equipment) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
} else {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
}
Interface_LoadItemIcon1(globalCtx, 0);
}
void Interface_LoadItemIcon1(GlobalContext* globalCtx, u16 button) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_160, interfaceCtx->iconItemSegment + button * 0x1000,
(uintptr_t)_icon_item_staticSegmentRomStart + (gSaveContext.equips.buttonItems[button] * 0x1000),
0x1000, 0, &interfaceCtx->loadQueue, OS_MESG_PTR(NULL), "../z_parameter.c", 1171);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
}
void Interface_LoadItemIcon2(GlobalContext* globalCtx, u16 button) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_180, interfaceCtx->iconItemSegment + button * 0x1000,
(uintptr_t)_icon_item_staticSegmentRomStart + (gSaveContext.equips.buttonItems[button] * 0x1000),
0x1000, 0, &interfaceCtx->loadQueue, OS_MESG_PTR(NULL), "../z_parameter.c", 1193);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
}
void func_80084BF4(GlobalContext* globalCtx, u16 flag) {
if (flag) {
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) || (gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE) ||
(gSaveContext.buttonStatus[0] == BTN_DISABLED)) {
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_LoadItemIcon1(globalCtx, 0);
}
} else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_LoadItemIcon1(globalCtx, 0);
}
}
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
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gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
Interface_ChangeAlpha(7);
} else {
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
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gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
func_80083108(globalCtx);
}
}
u8 Item_Give(GlobalContext* globalCtx, u8 item) {
static s16 sAmmoRefillCounts[] = { 5, 10, 20, 30, 5, 10, 30, 0, 5, 20, 1, 5, 20, 50, 200, 10 };
s16 i;
s16 slot;
s16 temp;
slot = SLOT(item);
if (item >= ITEM_STICKS_5) {
slot = SLOT(sExtraItemBases[item - ITEM_STICKS_5]);
}
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("item_get_setting=%d pt=%d z=%x\n", item, slot, gSaveContext.inventory.items[slot]);
osSyncPrintf(VT_RST);
if ((item >= ITEM_MEDALLION_FOREST) && (item <= ITEM_MEDALLION_LIGHT)) {
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST];
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("封印 = %x\n", gSaveContext.inventory.questItems); // "Seals = %x"
osSyncPrintf(VT_RST);
if (item == ITEM_MEDALLION_WATER) {
func_8006D0AC(globalCtx);
}
return ITEM_NONE;
} else if ((item >= ITEM_SONG_MINUET) && (item <= ITEM_SONG_STORMS)) {
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_SONG_MINUET + QUEST_SONG_MINUET];
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("楽譜 = %x\n", gSaveContext.inventory.questItems); // "Musical scores = %x"
// "Musical scores = %x (%x) (%x)"
osSyncPrintf("楽譜 = %x (%x) (%x)\n", gSaveContext.inventory.questItems,
gBitFlags[item - ITEM_SONG_MINUET + QUEST_SONG_MINUET], gBitFlags[item - ITEM_SONG_MINUET]);
osSyncPrintf(VT_RST);
return ITEM_NONE;
} else if ((item >= ITEM_KOKIRI_EMERALD) && (item <= ITEM_ZORA_SAPPHIRE)) {
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_KOKIRI_EMERALD + QUEST_KOKIRI_EMERALD];
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("精霊石 = %x\n", gSaveContext.inventory.questItems); // "Spiritual Stones = %x"
osSyncPrintf(VT_RST);
return ITEM_NONE;
} else if ((item == ITEM_STONE_OF_AGONY) || (item == ITEM_GERUDO_CARD)) {
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_STONE_OF_AGONY + QUEST_STONE_OF_AGONY];
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("アイテム = %x\n", gSaveContext.inventory.questItems); // "Items = %x"
osSyncPrintf(VT_RST);
return ITEM_NONE;
} else if (item == ITEM_SKULL_TOKEN) {
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_SKULL_TOKEN + QUEST_SKULL_TOKEN];
gSaveContext.inventory.gsTokens++;
osSyncPrintf(VT_FGCOL(YELLOW));
// "N Coins = %x(%d)"
osSyncPrintf("Nコイン = %x(%d)\n", gSaveContext.inventory.questItems, gSaveContext.inventory.gsTokens);
osSyncPrintf(VT_RST);
return ITEM_NONE;
} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
gSaveContext.inventory.equipment |= gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD];
if (item == ITEM_SWORD_BGS) {
gSaveContext.swordHealth = 8;
if (ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF) {
gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD];
if (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
Interface_LoadItemIcon1(globalCtx, 0);
}
}
} else if (item == ITEM_SWORD_MASTER) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= 0xFFF0;
gSaveContext.equips.equipment |= 0x0002;
Interface_LoadItemIcon1(globalCtx, 0);
}
return ITEM_NONE;
} else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) {
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]);
return ITEM_NONE;
} else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) {
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]);
return ITEM_NONE;
} else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) {
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]);
return ITEM_NONE;
} else if ((item == ITEM_KEY_BOSS) || (item == ITEM_COMPASS) || (item == ITEM_DUNGEON_MAP)) {
gSaveContext.inventory.dungeonItems[gSaveContext.mapIndex] |= gBitFlags[item - ITEM_KEY_BOSS];
return ITEM_NONE;
} else if (item == ITEM_KEY_SMALL) {
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] < 0) {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] = 1;
return ITEM_NONE;
} else {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]++;
return ITEM_NONE;
}
} else if ((item == ITEM_QUIVER_30) || (item == ITEM_BOW)) {
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
Inventory_ChangeUpgrade(UPG_QUIVER, 1);
INV_CONTENT(ITEM_BOW) = ITEM_BOW;
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 1);
return ITEM_NONE;
} else {
AMMO(ITEM_BOW)++;
if (AMMO(ITEM_BOW) > CUR_CAPACITY(UPG_QUIVER)) {
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
}
}
} else if (item == ITEM_QUIVER_40) {
Inventory_ChangeUpgrade(UPG_QUIVER, 2);
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 2);
return ITEM_NONE;
} else if (item == ITEM_QUIVER_50) {
Inventory_ChangeUpgrade(UPG_QUIVER, 3);
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 3);
return ITEM_NONE;
} else if (item == ITEM_BULLET_BAG_40) {
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 2);
AMMO(ITEM_SLINGSHOT) = CAPACITY(UPG_BULLET_BAG, 2);
return ITEM_NONE;
} else if (item == ITEM_BULLET_BAG_50) {
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 3);
AMMO(ITEM_SLINGSHOT) = CAPACITY(UPG_BULLET_BAG, 3);
return ITEM_NONE;
} else if (item == ITEM_BOMB_BAG_20) {
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 1);
INV_CONTENT(ITEM_BOMB) = ITEM_BOMB;
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 1);
return ITEM_NONE;
} else {
AMMO(ITEM_BOMB)++;
if (AMMO(ITEM_BOMB) > CUR_CAPACITY(UPG_BOMB_BAG)) {
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
}
}
} else if (item == ITEM_BOMB_BAG_30) {
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 2);
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 2);
return ITEM_NONE;
} else if (item == ITEM_BOMB_BAG_40) {
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 3);
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 3);
return ITEM_NONE;
} else if (item == ITEM_BRACELET) {
Inventory_ChangeUpgrade(UPG_STRENGTH, 1);
return ITEM_NONE;
} else if (item == ITEM_GAUNTLETS_SILVER) {
Inventory_ChangeUpgrade(UPG_STRENGTH, 2);
return ITEM_NONE;
} else if (item == ITEM_GAUNTLETS_GOLD) {
Inventory_ChangeUpgrade(UPG_STRENGTH, 3);
return ITEM_NONE;
} else if (item == ITEM_SCALE_SILVER) {
Inventory_ChangeUpgrade(UPG_SCALE, 1);
return ITEM_NONE;
} else if (item == ITEM_SCALE_GOLDEN) {
Inventory_ChangeUpgrade(UPG_SCALE, 2);
return ITEM_NONE;
} else if (item == ITEM_WALLET_ADULT) {
Inventory_ChangeUpgrade(UPG_WALLET, 1);
return ITEM_NONE;
} else if (item == ITEM_WALLET_GIANT) {
Inventory_ChangeUpgrade(UPG_WALLET, 2);
return ITEM_NONE;
} else if (item == ITEM_STICK_UPGRADE_20) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
}
Inventory_ChangeUpgrade(UPG_STICKS, 2);
AMMO(ITEM_STICK) = CAPACITY(UPG_STICKS, 2);
return ITEM_NONE;
} else if (item == ITEM_STICK_UPGRADE_30) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
}
Inventory_ChangeUpgrade(UPG_STICKS, 3);
AMMO(ITEM_STICK) = CAPACITY(UPG_STICKS, 3);
return ITEM_NONE;
} else if (item == ITEM_NUT_UPGRADE_30) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
}
Inventory_ChangeUpgrade(UPG_NUTS, 2);
AMMO(ITEM_NUT) = CAPACITY(UPG_NUTS, 2);
return ITEM_NONE;
} else if (item == ITEM_NUT_UPGRADE_40) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
}
Inventory_ChangeUpgrade(UPG_NUTS, 3);
AMMO(ITEM_NUT) = CAPACITY(UPG_NUTS, 3);
return ITEM_NONE;
} else if (item == ITEM_LONGSHOT) {
INV_CONTENT(item) = item;
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) {
gSaveContext.equips.buttonItems[i] = ITEM_LONGSHOT;
Interface_LoadItemIcon1(globalCtx, i);
}
}
return ITEM_NONE;
} else if (item == ITEM_STICK) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
Inventory_ChangeUpgrade(UPG_STICKS, 1);
AMMO(ITEM_STICK) = 1;
} else {
AMMO(ITEM_STICK)++;
if (AMMO(ITEM_STICK) > CUR_CAPACITY(UPG_STICKS)) {
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
}
}
} else if ((item == ITEM_STICKS_5) || (item == ITEM_STICKS_10)) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
Inventory_ChangeUpgrade(UPG_STICKS, 1);
AMMO(ITEM_STICK) = sAmmoRefillCounts[item - ITEM_STICKS_5];
} else {
AMMO(ITEM_STICK) += sAmmoRefillCounts[item - ITEM_STICKS_5];
if (AMMO(ITEM_STICK) > CUR_CAPACITY(UPG_STICKS)) {
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
}
}
item = ITEM_STICK;
} else if (item == ITEM_NUT) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
Inventory_ChangeUpgrade(UPG_NUTS, 1);
AMMO(ITEM_NUT) = ITEM_NUT;
} else {
AMMO(ITEM_NUT)++;
if (AMMO(ITEM_NUT) > CUR_CAPACITY(UPG_NUTS)) {
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
}
}
} else if ((item == ITEM_NUTS_5) || (item == ITEM_NUTS_10)) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
Inventory_ChangeUpgrade(UPG_NUTS, 1);
AMMO(ITEM_NUT) += sAmmoRefillCounts[item - ITEM_NUTS_5];
// "Deku Nuts %d(%d)=%d BS_count=%d"
osSyncPrintf("デクの実 %d(%d)=%d BS_count=%d\n", item, ITEM_NUTS_5, item - ITEM_NUTS_5,
sAmmoRefillCounts[item - ITEM_NUTS_5]);
} else {
AMMO(ITEM_NUT) += sAmmoRefillCounts[item - ITEM_NUTS_5];
if (AMMO(ITEM_NUT) > CUR_CAPACITY(UPG_NUTS)) {
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
}
}
item = ITEM_NUT;
} else if (item == ITEM_BOMB) {
// "Bomb Bomb Bomb Bomb Bomb Bomb Bomb"
osSyncPrintf(" 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 \n");
if ((AMMO(ITEM_BOMB) += 1) > CUR_CAPACITY(UPG_BOMB_BAG)) {
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
}
return ITEM_NONE;
} else if ((item >= ITEM_BOMBS_5) && (item <= ITEM_BOMBS_30)) {
if ((AMMO(ITEM_BOMB) += sAmmoRefillCounts[item - ITEM_BOMBS_5]) > CUR_CAPACITY(UPG_BOMB_BAG)) {
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
}
return ITEM_NONE;
} else if (item == ITEM_BOMBCHU) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
AMMO(ITEM_BOMBCHU) = 10;
return ITEM_NONE;
} else {
AMMO(ITEM_BOMBCHU) += 10;
if (AMMO(ITEM_BOMBCHU) > 50) {
AMMO(ITEM_BOMBCHU) = 50;
}
return ITEM_NONE;
}
} else if ((item == ITEM_BOMBCHUS_5) || (item == ITEM_BOMBCHUS_20)) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
AMMO(ITEM_BOMBCHU) += sAmmoRefillCounts[item - ITEM_BOMBCHUS_5 + 8];
return ITEM_NONE;
} else {
AMMO(ITEM_BOMBCHU) += sAmmoRefillCounts[item - ITEM_BOMBCHUS_5 + 8];
if (AMMO(ITEM_BOMBCHU) > 50) {
AMMO(ITEM_BOMBCHU) = 50;
}
return ITEM_NONE;
}
} else if ((item >= ITEM_ARROWS_SMALL) && (item <= ITEM_ARROWS_LARGE)) {
AMMO(ITEM_BOW) += sAmmoRefillCounts[item - ITEM_ARROWS_SMALL + 4];
if ((AMMO(ITEM_BOW) >= CUR_CAPACITY(UPG_QUIVER)) || (AMMO(ITEM_BOW) < 0)) {
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
}
osSyncPrintf("%d本 Item_MaxGet=%d\n", AMMO(ITEM_BOW), CUR_CAPACITY(UPG_QUIVER));
return ITEM_BOW;
} else if (item == ITEM_SLINGSHOT) {
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 1);
INV_CONTENT(ITEM_SLINGSHOT) = ITEM_SLINGSHOT;
AMMO(ITEM_SLINGSHOT) = 30;
return ITEM_NONE;
} else if (item == ITEM_SEEDS) {
AMMO(ITEM_SLINGSHOT) += 5;
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
}
if (!(gSaveContext.itemGetInf[1] & 8)) {
gSaveContext.itemGetInf[1] |= 8;
return ITEM_NONE;
}
return ITEM_SEEDS;
} else if (item == ITEM_SEEDS_30) {
AMMO(ITEM_SLINGSHOT) += 30;
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
}
if (!(gSaveContext.itemGetInf[1] & 8)) {
gSaveContext.itemGetInf[1] |= 8;
return ITEM_NONE;
}
return ITEM_SEEDS;
} else if (item == ITEM_OCARINA_FAIRY) {
INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY;
return ITEM_NONE;
} else if (item == ITEM_OCARINA_TIME) {
INV_CONTENT(ITEM_OCARINA_TIME) = ITEM_OCARINA_TIME;
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) {
gSaveContext.equips.buttonItems[i] = ITEM_OCARINA_TIME;
Interface_LoadItemIcon1(globalCtx, i);
}
}
return ITEM_NONE;
} else if (item == ITEM_BEAN) {
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
INV_CONTENT(item) = item;
AMMO(ITEM_BEAN) = 1;
BEANS_BOUGHT = 1;
} else {
AMMO(ITEM_BEAN)++;
BEANS_BOUGHT++;
}
return ITEM_NONE;
} else if ((item == ITEM_HEART_PIECE_2) || (item == ITEM_HEART_PIECE)) {
gSaveContext.inventory.questItems += 1 << (QUEST_HEART_PIECE + 4);
return ITEM_NONE;
} else if (item == ITEM_HEART_CONTAINER) {
gSaveContext.healthCapacity += 0x10;
gSaveContext.health += 0x10;
return ITEM_NONE;
} else if (item == ITEM_HEART) {
osSyncPrintf("回復ハート回復ハート回復ハート\n"); // "Recovery Heart"
Health_ChangeBy(globalCtx, 0x10);
return item;
} else if (item == ITEM_MAGIC_SMALL) {
if (gSaveContext.unk_13F0 != 10) {
Magic_Fill(globalCtx);
}
func_80087708(globalCtx, 12, 5);
if (!(gSaveContext.infTable[25] & 0x100)) {
gSaveContext.infTable[25] |= 0x100;
return ITEM_NONE;
}
return item;
} else if (item == ITEM_MAGIC_LARGE) {
if (gSaveContext.unk_13F0 != 10) {
Magic_Fill(globalCtx);
}
func_80087708(globalCtx, 24, 5);
if (!(gSaveContext.infTable[25] & 0x100)) {
gSaveContext.infTable[25] |= 0x100;
return ITEM_NONE;
}
return item;
} else if ((item >= ITEM_RUPEE_GREEN) && (item <= ITEM_INVALID_8)) {
Rupees_ChangeBy(sAmmoRefillCounts[item - ITEM_RUPEE_GREEN + 10]);
return ITEM_NONE;
} else if (item == ITEM_BOTTLE) {
temp = SLOT(item);
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
gSaveContext.inventory.items[temp + i] = item;
return ITEM_NONE;
}
}
} else if (((item >= ITEM_POTION_RED) && (item <= ITEM_POE)) || (item == ITEM_MILK)) {
temp = SLOT(item);
if ((item != ITEM_MILK_BOTTLE) && (item != ITEM_LETTER_RUTO)) {
if (item == ITEM_MILK) {
item = ITEM_MILK_BOTTLE;
temp = SLOT(item);
}
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[temp + i] == ITEM_BOTTLE) {
// "Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d Empty Bottle=%d Content=%d"
osSyncPrintf("Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d 空瓶=%d 中味=%d\n",
gSaveContext.equips.cButtonSlots[0], gSaveContext.equips.cButtonSlots[1],
gSaveContext.equips.cButtonSlots[2], temp + i, item);
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for (int buttonIndex = 1; buttonIndex < ARRAY_COUNT(gSaveContext.equips.buttonItems); buttonIndex++) {
if ((temp + i) == gSaveContext.equips.cButtonSlots[buttonIndex - 1]) {
gSaveContext.equips.buttonItems[buttonIndex] = item;
Interface_LoadItemIcon2(globalCtx, buttonIndex);
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(buttonIndex)] = BTN_ENABLED;
break;
}
}
gSaveContext.inventory.items[temp + i] = item;
return ITEM_NONE;
}
}
} else {
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
gSaveContext.inventory.items[temp + i] = item;
return ITEM_NONE;
}
}
}
} else if ((item >= ITEM_WEIRD_EGG) && (item <= ITEM_CLAIM_CHECK)) {
if ((item == ITEM_SAW) && CVar_GetS32("gDekuNutUpgradeFix", 0) == 0) {
gSaveContext.itemGetInf[1] |= 0x8000;
}
temp = INV_CONTENT(item);
INV_CONTENT(item) = item;
if (temp != ITEM_NONE) {
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (temp == gSaveContext.equips.buttonItems[i]) {
if (item != ITEM_SOLD_OUT) {
gSaveContext.equips.buttonItems[i] = item;
Interface_LoadItemIcon1(globalCtx, i);
} else {
gSaveContext.equips.buttonItems[i] = ITEM_NONE;
}
return ITEM_NONE;
}
}
}
return ITEM_NONE;
}
temp = gSaveContext.inventory.items[slot];
osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
INV_CONTENT(item) = item;
return temp;
}
u8 Item_CheckObtainability(u8 item) {
s16 i;
s16 slot = SLOT(item);
s32 temp;
if (item >= ITEM_STICKS_5) {
slot = SLOT(sExtraItemBases[item - ITEM_STICKS_5]);
}
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("item_get_non_setting=%d pt=%d z=%x\n", item, slot, gSaveContext.inventory.items[slot]);
osSyncPrintf(VT_RST);
if ((item >= ITEM_MEDALLION_FOREST) && (item <= ITEM_MEDALLION_LIGHT)) {
return ITEM_NONE;
} else if ((item >= ITEM_KOKIRI_EMERALD) && (item <= ITEM_SKULL_TOKEN)) {
return ITEM_NONE;
} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
if (item == ITEM_SWORD_BGS) {
return ITEM_NONE;
} else if ((gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD]) &
gSaveContext.inventory.equipment) {
return item;
} else {
return ITEM_NONE;
}
} else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) {
if ((gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]) & gSaveContext.inventory.equipment) {
return item;
} else {
return ITEM_NONE;
}
} else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) {
if ((gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]) & gSaveContext.inventory.equipment) {
return item;
} else {
return ITEM_NONE;
}
} else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) {
if ((gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]) & gSaveContext.inventory.equipment) {
return item;
} else {
return ITEM_NONE;
}
} else if ((item == ITEM_KEY_BOSS) || (item == ITEM_COMPASS) || (item == ITEM_DUNGEON_MAP)) {
return ITEM_NONE;
} else if (item == ITEM_KEY_SMALL) {
return ITEM_NONE;
} else if ((item >= ITEM_SLINGSHOT) && (item <= ITEM_BOMBCHU)) {
return ITEM_NONE;
} else if ((item == ITEM_BOMBCHUS_5) || (item == ITEM_BOMBCHUS_20)) {
return ITEM_NONE;
} else if ((item == ITEM_QUIVER_30) || (item == ITEM_BOW)) {
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
return ITEM_NONE;
} else {
return 0;
}
} else if ((item == ITEM_QUIVER_40) || (item == ITEM_QUIVER_50)) {
return ITEM_NONE;
} else if ((item == ITEM_BULLET_BAG_40) || (item == ITEM_BULLET_BAG_50)) {
return ITEM_NONE;
} else if ((item == ITEM_BOMB_BAG_20) || (item == ITEM_BOMB)) {
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
return ITEM_NONE;
} else {
return 0;
}
} else if ((item >= ITEM_STICK_UPGRADE_20) && (item <= ITEM_NUT_UPGRADE_40)) {
return ITEM_NONE;
} else if ((item >= ITEM_BOMB_BAG_30) && (item <= ITEM_WALLET_GIANT)) {
return ITEM_NONE;
} else if (item == ITEM_LONGSHOT) {
return ITEM_NONE;
} else if ((item == ITEM_SEEDS) || (item == ITEM_SEEDS_30)) {
if (!(gSaveContext.itemGetInf[1] & 0x8)) {
return ITEM_NONE;
} else {
return ITEM_SEEDS;
}
} else if (item == ITEM_BEAN) {
return ITEM_NONE;
} else if ((item == ITEM_HEART_PIECE_2) || (item == ITEM_HEART_PIECE)) {
return ITEM_NONE;
} else if (item == ITEM_HEART_CONTAINER) {
return ITEM_NONE;
} else if (item == ITEM_HEART) {
return ITEM_HEART;
} else if ((item == ITEM_MAGIC_SMALL) || (item == ITEM_MAGIC_LARGE)) {
// "Magic Pot Get_Inf_Table( 25, 0x0100)=%d"
osSyncPrintf("魔法の壷 Get_Inf_Table( 25, 0x0100)=%d\n", gSaveContext.infTable[25] & 0x100);
if (!(gSaveContext.infTable[25] & 0x100)) {
return ITEM_NONE;
} else {
return item;
}
} else if ((item >= ITEM_RUPEE_GREEN) && (item <= ITEM_INVALID_8)) {
return ITEM_NONE;
} else if (item == ITEM_BOTTLE) {
return ITEM_NONE;
} else if (((item >= ITEM_POTION_RED) && (item <= ITEM_POE)) || (item == ITEM_MILK)) {
temp = SLOT(item);
if ((item != ITEM_MILK_BOTTLE) && (item != ITEM_LETTER_RUTO)) {
if (item == ITEM_MILK) {
item = ITEM_MILK_BOTTLE;
temp = SLOT(item);
}
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[temp + i] == ITEM_BOTTLE) {
return ITEM_NONE;
}
}
} else {
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
return ITEM_NONE;
}
}
}
} else if ((item >= ITEM_WEIRD_EGG) && (item <= ITEM_CLAIM_CHECK)) {
return ITEM_NONE;
}
return gSaveContext.inventory.items[slot];
}
void Inventory_DeleteItem(u16 item, u16 invSlot) {
s16 i;
if (item == ITEM_BEAN) {
BEANS_BOUGHT = 0;
}
gSaveContext.inventory.items[invSlot] = ITEM_NONE;
osSyncPrintf("\nItem_Register(%d)\n", invSlot, gSaveContext.inventory.items[invSlot]);
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == item) {
gSaveContext.equips.buttonItems[i] = ITEM_NONE;
gSaveContext.equips.cButtonSlots[i - 1] = SLOT_NONE;
}
}
}
s32 Inventory_ReplaceItem(GlobalContext* globalCtx, u16 oldItem, u16 newItem) {
s16 i;
for (i = 0; i < ARRAY_COUNT(gSaveContext.inventory.items); i++) {
if (gSaveContext.inventory.items[i] == oldItem) {
gSaveContext.inventory.items[i] = newItem;
osSyncPrintf("アイテム消去(%d)\n", i); // "Item Purge (%d)"
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for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
if (gSaveContext.equips.buttonItems[i] == oldItem) {
gSaveContext.equips.buttonItems[i] = newItem;
Interface_LoadItemIcon1(globalCtx, i);
break;
}
}
return 1;
}
}
return 0;
}
s32 Inventory_HasEmptyBottle(void) {
u8* items = gSaveContext.inventory.items;
if (items[SLOT_BOTTLE_1] == ITEM_BOTTLE) {
return 1;
} else if (items[SLOT_BOTTLE_2] == ITEM_BOTTLE) {
return 1;
} else if (items[SLOT_BOTTLE_3] == ITEM_BOTTLE) {
return 1;
} else if (items[SLOT_BOTTLE_4] == ITEM_BOTTLE) {
return 1;
} else {
return 0;
}
}
s32 Inventory_HasSpecificBottle(u8 bottleItem) {
u8* items = gSaveContext.inventory.items;
if (items[SLOT_BOTTLE_1] == bottleItem) {
return 1;
} else if (items[SLOT_BOTTLE_2] == bottleItem) {
return 1;
} else if (items[SLOT_BOTTLE_3] == bottleItem) {
return 1;
} else if (items[SLOT_BOTTLE_4] == bottleItem) {
return 1;
} else {
return 0;
}
}
void Inventory_UpdateBottleItem(GlobalContext* globalCtx, u8 item, u8 button) {
osSyncPrintf("item_no=%x, c_no=%x, Pt=%x Item_Register=%x\n", item, button,
gSaveContext.equips.cButtonSlots[button - 1],
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]]);
// Special case to only empty half of a Lon Lon Milk Bottle
if ((gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] == ITEM_MILK_BOTTLE) &&
(item == ITEM_BOTTLE)) {
item = ITEM_MILK_HALF;
}
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
gSaveContext.equips.buttonItems[button] = item;
Interface_LoadItemIcon1(globalCtx, button);
globalCtx->pauseCtx.cursorItem[PAUSE_ITEM] = item;
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gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(button)] = BTN_ENABLED;
}
s32 Inventory_ConsumeFairy(GlobalContext* globalCtx) {
s32 bottleSlot = SLOT(ITEM_FAIRY);
s16 i;
s16 j;
for (i = 0; i < 4; i++) {
if (gSaveContext.inventory.items[bottleSlot + i] == ITEM_FAIRY) {
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_FAIRY) {
gSaveContext.equips.buttonItems[j] = ITEM_BOTTLE;
Interface_LoadItemIcon1(globalCtx, j);
i = 0;
bottleSlot = gSaveContext.equips.cButtonSlots[j - 1];
break;
}
}
osSyncPrintf("妖精使用=%d\n", bottleSlot); // "Fairy Usage%d"
gSaveContext.inventory.items[bottleSlot + i] = ITEM_BOTTLE;
return 1;
}
}
return 0;
}
void func_80086D5C(s32* buf, u16 size) {
u16 i;
//buf = ResourceMgr_LoadTexByName(buf);
for (i = 0; i < size; i++) {
buf[i] = 0;
}
}
void Interface_LoadActionLabel(InterfaceContext* interfaceCtx, u16 action, s16 loadOffset) {
static void* sDoActionTextures[] = { gAttackDoActionENGTex, gCheckDoActionENGTex };
if (action >= DO_ACTION_MAX) {
action = DO_ACTION_NONE;
}
char* doAction = actionsTbl[action];
char newName[512];
if (gSaveContext.language != LANGUAGE_ENG) {
size_t length = strlen(doAction);
strcpy(newName, doAction);
if (gSaveContext.language == LANGUAGE_FRA) {
newName[length - 6] = 'F';
newName[length - 5] = 'R';
newName[length - 4] = 'A';
} else if (gSaveContext.language == LANGUAGE_GER) {
newName[length - 6] = 'G';
newName[length - 5] = 'E';
newName[length - 4] = 'R';
}
doAction = newName;
}
/*
if (gSaveContext.language != LANGUAGE_ENG) {
action += DO_ACTION_MAX;
}
if (gSaveContext.language == LANGUAGE_FRA) {
action += DO_ACTION_MAX;
}*/
if (action != DO_ACTION_NONE) {
//osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
memcpy(interfaceCtx->doActionSegment + (loadOffset * DO_ACTION_TEX_SIZE), ResourceMgr_LoadTexByName(doAction),
DO_ACTION_TEX_SIZE);
//DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_160,
//interfaceCtx->doActionSegment + (loadOffset * DO_ACTION_TEX_SIZE),
//(uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE), DO_ACTION_TEX_SIZE,
//0, &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2145);
//osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
} else {
gSegments[7] = VIRTUAL_TO_PHYSICAL(interfaceCtx->doActionSegment);
//func_80086D5C(SEGMENTED_TO_VIRTUAL(sDoActionTextures[loadOffset]), DO_ACTION_TEX_SIZE / 4);
func_80086D5C(interfaceCtx->doActionSegment + (loadOffset * DO_ACTION_TEX_SIZE), DO_ACTION_TEX_SIZE / 4);
}
}
void Interface_SetDoAction(GlobalContext* globalCtx, u16 action) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
PauseContext* pauseCtx = &globalCtx->pauseCtx;
if (interfaceCtx->unk_1F0 != action) {
interfaceCtx->unk_1F0 = action;
interfaceCtx->unk_1EC = 1;
interfaceCtx->unk_1F4 = 0.0f;
Interface_LoadActionLabel(interfaceCtx, action, 1);
if (pauseCtx->state != 0) {
interfaceCtx->unk_1EC = 3;
}
}
}
void Interface_SetNaviCall(GlobalContext* globalCtx, u16 naviCallState) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
if (((naviCallState == 0x1D) || (naviCallState == 0x1E)) && !interfaceCtx->naviCalling &&
(globalCtx->csCtx.state == CS_STATE_IDLE)) {
if (!CVar_GetS32("gDisableNaviCallAudio", 0)) {
// clang-format off
if (naviCallState == 0x1E) { Audio_PlaySoundGeneral(NA_SE_VO_NAVY_CALL, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8); }
// clang-format on
if (naviCallState == 0x1D) {
func_800F4524(&D_801333D4, NA_SE_VO_NA_HELLO_2, 32);
}
}
interfaceCtx->naviCalling = 1;
sCUpInvisible = 0;
sCUpTimer = 10;
} else if ((naviCallState == 0x1F) && interfaceCtx->naviCalling) {
interfaceCtx->naviCalling = 0;
}
}
void Interface_LoadActionLabelB(GlobalContext* globalCtx, u16 action) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
char* doAction = actionsTbl[action];
char newName[512];
if (gSaveContext.language != LANGUAGE_ENG) {
size_t length = strlen(doAction);
strcpy(newName, doAction);
if (gSaveContext.language == LANGUAGE_FRA) {
newName[length - 6] = 'F';
newName[length - 5] = 'R';
newName[length - 4] = 'A';
} else if (gSaveContext.language == LANGUAGE_GER) {
newName[length - 6] = 'G';
newName[length - 5] = 'E';
newName[length - 4] = 'R';
}
doAction = newName;
}
/*if (gSaveContext.language != LANGUAGE_ENG) {
action += DO_ACTION_MAX;
}
if (gSaveContext.language == LANGUAGE_FRA) {
action += DO_ACTION_MAX;
}*/
interfaceCtx->unk_1FC = action;
// OTRTODO
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
memcpy(interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE, ResourceMgr_LoadTexByName(doAction), DO_ACTION_TEX_SIZE);
//DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_160, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE,
//(uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE), DO_ACTION_TEX_SIZE, 0,
//&interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2228);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
interfaceCtx->unk_1FA = 1;
}
s32 Health_ChangeBy(GlobalContext* globalCtx, s16 healthChange) {
u16 heartCount;
u16 healthLevel;
// " Fluctuation=%d (now=%d, max=%d) "
osSyncPrintf(" 増減=%d (now=%d, max=%d) ", healthChange, gSaveContext.health,
gSaveContext.healthCapacity);
// clang-format off
if (healthChange > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
} else if ((gSaveContext.doubleDefense != 0) && (healthChange < 0)) {
healthChange >>= 1;
osSyncPrintf("ハート減少半分!!=%d\n", healthChange); // "Heart decrease halved!!%d"
}
// clang-format on
gSaveContext.health += healthChange;
if (gSaveContext.health > gSaveContext.healthCapacity) {
gSaveContext.health = gSaveContext.healthCapacity;
}
heartCount = gSaveContext.health % 0x10;
healthLevel = heartCount;
if (heartCount != 0) {
if (heartCount > 10) {
healthLevel = 3;
} else if (heartCount > 5) {
healthLevel = 2;
} else {
healthLevel = 1;
}
}
// "Life=%d %d "
osSyncPrintf(" ライフ=%d %d \n", gSaveContext.health, healthLevel);
if (gSaveContext.health <= 0) {
gSaveContext.health = 0;
return 0;
} else {
return 1;
}
}
void Health_GiveHearts(s16 hearts) {
gSaveContext.healthCapacity += hearts * 0x10;
}
void Rupees_ChangeBy(s16 rupeeChange) {
gSaveContext.rupeeAccumulator += rupeeChange;
}
void Inventory_ChangeAmmo(s16 item, s16 ammoChange) {
// "Item = (%d) Amount = (%d + %d)"
osSyncPrintf("アイテム = (%d) 数 = (%d + %d) ", item, AMMO(item), ammoChange);
if (item == ITEM_STICK) {
AMMO(ITEM_STICK) += ammoChange;
if (AMMO(ITEM_STICK) >= CUR_CAPACITY(UPG_STICKS)) {
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
} else if (AMMO(ITEM_STICK) < 0) {
AMMO(ITEM_STICK) = 0;
}
} else if (item == ITEM_NUT) {
AMMO(ITEM_NUT) += ammoChange;
if (AMMO(ITEM_NUT) >= CUR_CAPACITY(UPG_NUTS)) {
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
} else if (AMMO(ITEM_NUT) < 0) {
AMMO(ITEM_NUT) = 0;
}
} else if (item == ITEM_BOMBCHU) {
AMMO(ITEM_BOMBCHU) += ammoChange;
if (AMMO(ITEM_BOMBCHU) >= 50) {
AMMO(ITEM_BOMBCHU) = 50;
} else if (AMMO(ITEM_BOMBCHU) < 0) {
AMMO(ITEM_BOMBCHU) = 0;
}
} else if (item == ITEM_BOW) {
AMMO(ITEM_BOW) += ammoChange;
if (AMMO(ITEM_BOW) >= CUR_CAPACITY(UPG_QUIVER)) {
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
} else if (AMMO(ITEM_BOW) < 0) {
AMMO(ITEM_BOW) = 0;
}
} else if ((item == ITEM_SLINGSHOT) || (item == ITEM_SEEDS)) {
AMMO(ITEM_SLINGSHOT) += ammoChange;
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
} else if (AMMO(ITEM_SLINGSHOT) < 0) {
AMMO(ITEM_SLINGSHOT) = 0;
}
} else if (item == ITEM_BOMB) {
AMMO(ITEM_BOMB) += ammoChange;
if (AMMO(ITEM_BOMB) >= CUR_CAPACITY(UPG_BOMB_BAG)) {
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
} else if (AMMO(ITEM_BOMB) < 0) {
AMMO(ITEM_BOMB) = 0;
}
} else if (item == ITEM_BEAN) {
AMMO(ITEM_BEAN) += ammoChange;
}
osSyncPrintf("合計 = (%d)\n", AMMO(item)); // "Total = (%d)"
}
void Magic_Fill(GlobalContext* globalCtx) {
if (gSaveContext.magicAcquired) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
gSaveContext.unk_13F6 = (gSaveContext.doubleMagic * 0x30) + 0x30;
gSaveContext.unk_13F0 = 9;
}
}
void func_800876C8(GlobalContext* globalCtx) {
if ((gSaveContext.unk_13F0 != 8) && (gSaveContext.unk_13F0 != 9)) {
if (gSaveContext.unk_13F0 == 10) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
}
gSaveContext.unk_13F0 = 5;
}
}
s32 func_80087708(GlobalContext* globalCtx, s16 arg1, s16 arg2) {
if (!gSaveContext.magicAcquired) {
return 0;
}
if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) {
if (gSaveContext.unk_13F4 != 0) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
return 0;
}
switch (arg2) {
case 0:
case 2:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
globalCtx->actorCtx.unk_03 = 0;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 1;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 1:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
globalCtx->actorCtx.unk_03 = 0;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 6;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 3:
if (gSaveContext.unk_13F0 == 0) {
if (gSaveContext.magic != 0) {
globalCtx->interfaceCtx.unk_230 = 80;
gSaveContext.unk_13F0 = 7;
return 1;
} else {
return 0;
}
} else {
if (gSaveContext.unk_13F0 == 7) {
return 1;
} else {
return 0;
}
}
case 4:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
globalCtx->actorCtx.unk_03 = 0;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 4;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 5:
if (gSaveContext.unk_13F4 >= gSaveContext.magic) {
gSaveContext.unk_13F8 = gSaveContext.magic + arg1;
if (gSaveContext.unk_13F8 >= gSaveContext.unk_13F4) {
gSaveContext.unk_13F8 = gSaveContext.unk_13F4;
}
gSaveContext.unk_13F0 = 10;
return 1;
}
break;
}
return 0;
}
void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
static s16 sMagicBorderColors[][3] = {
{ 255, 255, 255 },
{ 150, 150, 150 },
{ 255, 255, 150 },
{ 255, 255, 50 },
};
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) { //This will make custom color based on users selected colors.
sMagicBorderColors[0][0] = CVar_GetS32("gCCMagicBorderPrimR", 255);
sMagicBorderColors[0][1] = CVar_GetS32("gCCMagicBorderPrimG", 255);
sMagicBorderColors[0][2] = CVar_GetS32("gCCMagicBorderPrimB", 255);
sMagicBorderColors[1][0] = CVar_GetS32("gCCMagicBorderPrimR", 255)/2;
sMagicBorderColors[1][1] = CVar_GetS32("gCCMagicBorderPrimG", 255)/2;
sMagicBorderColors[1][2] = CVar_GetS32("gCCMagicBorderPrimB", 255)/2;
sMagicBorderColors[2][0] = CVar_GetS32("gCCMagicBorderPrimR", 255)/3;
sMagicBorderColors[2][1] = CVar_GetS32("gCCMagicBorderPrimG", 255)/3;
sMagicBorderColors[2][2] = CVar_GetS32("gCCMagicBorderPrimB", 255)/3;
sMagicBorderColors[3][0] = CVar_GetS32("gCCMagicBorderPrimR", 255)/2;
sMagicBorderColors[3][1] = CVar_GetS32("gCCMagicBorderPrimG", 255)/2;
sMagicBorderColors[3][2] = CVar_GetS32("gCCMagicBorderPrimB", 255)/2;
}
static s16 sMagicBorderIndexes[] = { 0, 1, 1, 0 };
static s16 sMagicBorderRatio = 2;
static s16 sMagicBorderStep = 1;
MessageContext* msgCtx = &globalCtx->msgCtx;
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 borderChangeR;
s16 borderChangeG;
s16 borderChangeB;
s16 temp;
switch (gSaveContext.unk_13F0) {
case 8:
temp = gSaveContext.magicLevel * 0x30;
if (gSaveContext.unk_13F4 != temp) {
if (gSaveContext.unk_13F4 < temp) {
gSaveContext.unk_13F4 += 8;
if (gSaveContext.unk_13F4 > temp) {
gSaveContext.unk_13F4 = temp;
}
} else {
gSaveContext.unk_13F4 -= 8;
if (gSaveContext.unk_13F4 <= temp) {
gSaveContext.unk_13F4 = temp;
}
}
} else {
gSaveContext.unk_13F0 = 9;
}
break;
case 9:
gSaveContext.magic += 4;
if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
// "Storage MAGIC_NOW=%d (%d)"
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.unk_13F6);
if (gSaveContext.magic >= gSaveContext.unk_13F6) {
gSaveContext.magic = gSaveContext.unk_13F6;
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
gSaveContext.unk_13F2 = 0;
}
break;
case 1:
sMagicBorderRatio = 2;
gSaveContext.unk_13F0 = 2;
break;
case 2:
gSaveContext.magic -= 2;
if (gSaveContext.magic <= 0) {
gSaveContext.magic = 0;
gSaveContext.unk_13F0 = 3;
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
} else if (gSaveContext.magic == gSaveContext.unk_13F8) {
gSaveContext.unk_13F0 = 3;
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
}
case 3:
case 4:
case 6:
temp = sMagicBorderIndexes[sMagicBorderStep];
borderChangeR = ABS(sMagicBorderR - sMagicBorderColors[temp][0]) / sMagicBorderRatio;
borderChangeG = ABS(sMagicBorderG - sMagicBorderColors[temp][1]) / sMagicBorderRatio;
borderChangeB = ABS(sMagicBorderB - sMagicBorderColors[temp][2]) / sMagicBorderRatio;
if (sMagicBorderR >= sMagicBorderColors[temp][0]) {
sMagicBorderR -= borderChangeR;
} else {
sMagicBorderR += borderChangeR;
}
if (sMagicBorderG >= sMagicBorderColors[temp][1]) {
sMagicBorderG -= borderChangeG;
} else {
sMagicBorderG += borderChangeG;
}
if (sMagicBorderB >= sMagicBorderColors[temp][2]) {
sMagicBorderB -= borderChangeB;
} else {
sMagicBorderB += borderChangeB;
}
sMagicBorderRatio--;
if (sMagicBorderRatio == 0) {
sMagicBorderR = sMagicBorderColors[temp][0];
sMagicBorderG = sMagicBorderColors[temp][1];
sMagicBorderB = sMagicBorderColors[temp][2];
sMagicBorderRatio = YREG(40 + sMagicBorderStep);
sMagicBorderStep++;
if (sMagicBorderStep >= 4) {
sMagicBorderStep = 0;
}
}
break;
case 5:
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
gSaveContext.unk_13F0 = 0;
break;
case 7:
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {
2022-06-22 22:24:20 -04:00
bool hasLens = false;
for (int buttonIndex = 1; buttonIndex < (CVar_GetS32("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
hasLens = true;
break;
}
}
if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
2022-06-22 22:24:20 -04:00
!hasLens ||
(globalCtx->actorCtx.unk_03 == 0)) {
globalCtx->actorCtx.unk_03 = 0;
Audio_PlaySoundGeneral(NA_SE_SY_GLASSMODE_OFF, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
gSaveContext.unk_13F0 = 0;
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
break;
}
interfaceCtx->unk_230--;
if (interfaceCtx->unk_230 == 0) {
gSaveContext.magic--;
interfaceCtx->unk_230 = 80;
}
}
temp = sMagicBorderIndexes[sMagicBorderStep];
borderChangeR = ABS(sMagicBorderR - sMagicBorderColors[temp][0]) / sMagicBorderRatio;
borderChangeG = ABS(sMagicBorderG - sMagicBorderColors[temp][1]) / sMagicBorderRatio;
borderChangeB = ABS(sMagicBorderB - sMagicBorderColors[temp][2]) / sMagicBorderRatio;
if (sMagicBorderR >= sMagicBorderColors[temp][0]) {
sMagicBorderR -= borderChangeR;
} else {
sMagicBorderR += borderChangeR;
}
if (sMagicBorderG >= sMagicBorderColors[temp][1]) {
sMagicBorderG -= borderChangeG;
} else {
sMagicBorderG += borderChangeG;
}
if (sMagicBorderB >= sMagicBorderColors[temp][2]) {
sMagicBorderB -= borderChangeB;
} else {
sMagicBorderB += borderChangeB;
}
sMagicBorderRatio--;
if (sMagicBorderRatio == 0) {
sMagicBorderR = sMagicBorderColors[temp][0];
sMagicBorderG = sMagicBorderColors[temp][1];
sMagicBorderB = sMagicBorderColors[temp][2];
sMagicBorderRatio = YREG(40 + sMagicBorderStep);
sMagicBorderStep++;
if (sMagicBorderStep >= 4) {
sMagicBorderStep = 0;
}
}
break;
case 10:
gSaveContext.magic += 4;
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (gSaveContext.magic >= gSaveContext.unk_13F8) {
gSaveContext.magic = gSaveContext.unk_13F8;
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
gSaveContext.unk_13F2 = 0;
}
break;
default:
gSaveContext.unk_13F0 = 0;
break;
}
}
void Interface_DrawMagicBar(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 magicBarY;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 2650);
if (gSaveContext.magicLevel != 0) {
if (gSaveContext.healthCapacity > 0xA0) {
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
magicBarY = R_MAGIC_BAR_LARGE_Y + (Top_HUD_Margin*-1);
} else {
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
magicBarY = R_MAGIC_BAR_SMALL_Y + (Top_HUD_Margin*-1);
}
func_80094520(globalCtx->state.gfxCtx);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMagicBorderR, sMagicBorderG, sMagicBorderB, interfaceCtx->magicAlpha);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {//Original game add color there so to prevent miss match we make it all white :)
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
} else {
gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
}
OVERLAY_DISP =
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
Gfx_TextureIA8(OVERLAY_DISP, gMagicBarEndTex, 8, 16, OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + (Left_HUD_Margin*-1)),
magicBarY, 8, 16, 1 << 10, 1 << 10);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicBarMidTex, 24, 16, OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + (Left_HUD_Margin*-1)) + 8, magicBarY,
gSaveContext.unk_13F4, 16, 1 << 10, 1 << 10);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicBarEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const s16 rMagicBarX = OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + (Left_HUD_Margin*-1));
gSPWideTextureRectangle(OVERLAY_DISP++, ((rMagicBarX + gSaveContext.unk_13F4) + 8) << 2, magicBarY << 2,
((rMagicBarX + gSaveContext.unk_13F4) + 16) << 2, (magicBarY + 16) << 2, G_TX_RENDERTILE,
256, 0, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const s16 rMagicFillX = OTRGetRectDimensionFromLeftEdge(R_MAGIC_FILL_X + (Left_HUD_Margin*-1));
if (gSaveContext.unk_13F0 == 4) {
// Yellow part of the bar indicating the amount of magic to be subtracted
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCMagicUsePrimR", 250), CVar_GetS32("gCCMagicUsePrimG", 250), CVar_GetS32("gCCMagicUsePrimB", 0), interfaceCtx->magicAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 250, 250, 0, interfaceCtx->magicAlpha);
}
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicBarFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
(rMagicFillX + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
// Fill the rest of the bar with the normal magic color
gDPPipeSync(OVERLAY_DISP++);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCMagicPrimR", 0), CVar_GetS32("gCCMagicPrimG", 200), CVar_GetS32("gCCMagicPrimB", 0), interfaceCtx->magicAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MAGIC_FILL_COLOR(0), R_MAGIC_FILL_COLOR(1), R_MAGIC_FILL_COLOR(2), interfaceCtx->magicAlpha);
}
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
(rMagicFillX + gSaveContext.unk_13F8) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE,
0, 0, 1 << 10, 1 << 10);
} else {
// Fill the whole bar with the normal magic color
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCMagicPrimR", 0), CVar_GetS32("gCCMagicPrimG", 200), CVar_GetS32("gCCMagicPrimB", 0), interfaceCtx->magicAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MAGIC_FILL_COLOR(0), R_MAGIC_FILL_COLOR(1), R_MAGIC_FILL_COLOR(2), interfaceCtx->magicAlpha);
}
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicBarFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
(rMagicFillX + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 2731);
}
void func_80088AA0(s16 arg0) {
gSaveContext.timerX[1] = 140;
gSaveContext.timerY[1] = 80;
D_80125A5C = 0;
gSaveContext.timer2Value = arg0;
if (arg0 != 0) {
gSaveContext.timer2State = 1;
} else {
gSaveContext.timer2State = 7;
}
}
void func_80088AF0(GlobalContext* globalCtx) {
if (gSaveContext.timer2State != 0) {
if (gSaveContext.eventInf[1] & 1) {
gSaveContext.timer2Value = 239;
} else {
gSaveContext.timer2Value = 1;
}
}
}
void func_80088B34(s16 arg0) {
gSaveContext.timerX[0] = 140;
gSaveContext.timerY[0] = 80;
D_80125A5C = 0;
gSaveContext.timer1Value = arg0;
if (arg0 != 0) {
gSaveContext.timer1State = 5;
} else {
gSaveContext.timer1State = 11;
}
}
void Interface_DrawActionLabel(GraphicsContext* gfxCtx, void* texture) {
OPEN_DISPS(gfxCtx, "../z_parameter.c", 2820);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, texture, G_IM_FMT_IA, DO_ACTION_TEX_WIDTH, DO_ACTION_TEX_HEIGHT, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
CLOSE_DISPS(gfxCtx, "../z_parameter.c", 2829);
}
void Interface_DrawItemButtons(GlobalContext* globalCtx) {
static void* cUpLabelTextures[] = { gNaviCUpENGTex, gNaviCUpENGTex, gNaviCUpENGTex };
static s16 startButtonLeftPos[] = { 132, 130, 130 };
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
Player* player = GET_PLAYER(globalCtx);
PauseContext* pauseCtx = &globalCtx->pauseCtx;
s16 temp; // Used as both an alpha value and a button index
s16 dxdy;
s16 width;
s16 height;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
s16 C_Left_BTN_Pos[] = { C_LEFT_BUTTON_X+Right_HUD_Margin, C_LEFT_BUTTON_Y+(Top_HUD_Margin*-1) }; //(X,Y)
s16 C_Right_BTN_Pos[] = { C_RIGHT_BUTTON_X+Right_HUD_Margin, C_RIGHT_BUTTON_Y+(Top_HUD_Margin*-1) };
s16 C_Up_BTN_Pos[] = { C_UP_BUTTON_X+Right_HUD_Margin, C_UP_BUTTON_Y+(Top_HUD_Margin*-1) };
s16 C_Down_BTN_Pos[] = { C_DOWN_BUTTON_X+Right_HUD_Margin, C_DOWN_BUTTON_Y+(Top_HUD_Margin*-1) };
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 2900);
// B Button Color & Texture
// Also loads the Item Button Texture reused by other buttons afterwards
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 150, 0, interfaceCtx->bAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_B_BTN_COLOR(0), R_B_BTN_COLOR(1), R_B_BTN_COLOR(2), interfaceCtx->bAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCBBtnPrimR", R_B_BTN_COLOR(0)), CVar_GetS32("gCCBBtnPrimG", R_B_BTN_COLOR(1)), CVar_GetS32("gCCBBtnPrimB", R_B_BTN_COLOR(2)), interfaceCtx->bAlpha);
}
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
OVERLAY_DISP =
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
Gfx_TextureIA8(OVERLAY_DISP, gButtonBackgroundTex, 32, 32, OTRGetRectDimensionFromRightEdge(R_ITEM_BTN_X(0)+Right_HUD_Margin), R_ITEM_BTN_Y(0)+(Top_HUD_Margin*-1),
R_ITEM_BTN_WIDTH(0), R_ITEM_BTN_WIDTH(0), R_ITEM_BTN_DD(0) << 1, R_ITEM_BTN_DD(0) << 1);
// C-Left Button Color & Texture
gDPPipeSync(OVERLAY_DISP++);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cLeftAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cLeftAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCCBtnPrimR", R_C_BTN_COLOR(0)), CVar_GetS32("gCCCBtnPrimG", R_C_BTN_COLOR(1)), CVar_GetS32("gCCCBtnPrimB", R_C_BTN_COLOR(2)), interfaceCtx->cLeftAlpha);
}
gSPWideTextureRectangle(OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(C_Left_BTN_Pos[0]) << 2, C_Left_BTN_Pos[1] << 2,
(OTRGetRectDimensionFromRightEdge(C_Left_BTN_Pos[0]) + R_ITEM_BTN_WIDTH(1)) << 2,
(C_Left_BTN_Pos[1] + R_ITEM_BTN_WIDTH(1)) << 2,
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(1) << 1, R_ITEM_BTN_DD(1) << 1);
// C-Down Button Color & Texture
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cDownAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cDownAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCCBtnPrimR", R_C_BTN_COLOR(0)), CVar_GetS32("gCCCBtnPrimG", R_C_BTN_COLOR(1)), CVar_GetS32("gCCCBtnPrimB", R_C_BTN_COLOR(2)), interfaceCtx->cDownAlpha);
}
gSPWideTextureRectangle(OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(C_Down_BTN_Pos[0]) << 2, C_Down_BTN_Pos[1] << 2,
(OTRGetRectDimensionFromRightEdge(C_Down_BTN_Pos[0]) + R_ITEM_BTN_WIDTH(2)) << 2,
(C_Down_BTN_Pos[1] + R_ITEM_BTN_WIDTH(2)) << 2,
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(2) << 1, R_ITEM_BTN_DD(2) << 1);
// C-Right Button Color & Texture
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cRightAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), interfaceCtx->cRightAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCCBtnPrimR", R_C_BTN_COLOR(0)), CVar_GetS32("gCCCBtnPrimG", R_C_BTN_COLOR(1)), CVar_GetS32("gCCCBtnPrimB", R_C_BTN_COLOR(2)), interfaceCtx->cRightAlpha);
}
gSPWideTextureRectangle(OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(C_Right_BTN_Pos[0]) << 2, C_Right_BTN_Pos[1] << 2,
(OTRGetRectDimensionFromRightEdge(C_Right_BTN_Pos[0]) + R_ITEM_BTN_WIDTH(3)) << 2,
(C_Right_BTN_Pos[1] + R_ITEM_BTN_WIDTH(3)) << 2,
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
if ((pauseCtx->state < 8) || (pauseCtx->state >= 18)) {
if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) {
// Start Button Texture, Color & Label
gDPPipeSync(OVERLAY_DISP++);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 0, 0, interfaceCtx->startAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCStartBtnPrimR", 120), CVar_GetS32("gCCStartBtnPrimG", 120), CVar_GetS32("gCCStartBtnPrimB", 120), interfaceCtx->startAlpha);
}
gSPWideTextureRectangle(OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(startButtonLeftPos[gSaveContext.language]+Right_HUD_Margin) << 2, 68+((Top_HUD_Margin*-1)*4),
(OTRGetRectDimensionFromRightEdge(startButtonLeftPos[gSaveContext.language]+Right_HUD_Margin) + 22) << 2, 156+((Top_HUD_Margin*-1)*4),
G_TX_RENDERTILE, 0, 0, 1462, 1462);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->startAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
//There is probably a more elegant way to do it.
char* doAction = actionsTbl[3];
char newName[512];
if (gSaveContext.language != LANGUAGE_ENG) {
size_t length = strlen(doAction);
strcpy(newName, doAction);
if (gSaveContext.language == LANGUAGE_FRA) {
newName[length - 6] = 'F';
newName[length - 5] = 'R';
newName[length - 4] = 'A';
} else if (gSaveContext.language == LANGUAGE_GER) {
newName[length - 6] = 'G';
newName[length - 5] = 'E';
newName[length - 4] = 'R';
}
doAction = newName;
}
memcpy(interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE * 2, ResourceMgr_LoadTexByName(doAction), DO_ACTION_TEX_SIZE);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE * 2, G_IM_FMT_IA,
DO_ACTION_TEX_WIDTH, DO_ACTION_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
dxdy = (1 << 10) / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
width = DO_ACTION_TEX_WIDTH / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
height = DO_ACTION_TEX_HEIGHT / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const s16 rStartLabelX = OTRGetRectDimensionFromRightEdge(R_START_LABEL_X(gSaveContext.language)+Right_HUD_Margin);
gSPWideTextureRectangle(
OVERLAY_DISP++, rStartLabelX << 2,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
R_START_LABEL_Y(gSaveContext.language)+(Top_HUD_Margin*-1) << 2, (rStartLabelX + width) << 2,
(R_START_LABEL_Y(gSaveContext.language)+(Top_HUD_Margin*-1) + height) << 2, G_TX_RENDERTILE, 0, 0, dxdy, dxdy);
}
}
if (interfaceCtx->naviCalling && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(globalCtx->csCtx.state == CS_STATE_IDLE)) {
if (!sCUpInvisible) {
// C-Up Button Texture, Color & Label (Navi Text)
gDPPipeSync(OVERLAY_DISP++);
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
temp = 0;
} else if ((player->stateFlags1 & 0x00200000) || (func_8008F2F8(globalCtx) == 4) ||
(player->stateFlags2 & 0x00040000)) {
temp = 70;
} else {
temp = interfaceCtx->healthAlpha;
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const s16 rCUpBtnX = OTRGetRectDimensionFromRightEdge(R_C_UP_BTN_X+Right_HUD_Margin);
const s16 rCUPIconX = OTRGetRectDimensionFromRightEdge(R_C_UP_ICON_X+Right_HUD_Margin-!!CVar_GetS32("gNaviTextFix", 0));
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), temp);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2), temp);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCCBtnPrimR", R_C_BTN_COLOR(0)), CVar_GetS32("gCCCBtnPrimG", R_C_BTN_COLOR(1)), CVar_GetS32("gCCCBtnPrimB", R_C_BTN_COLOR(2)), temp);
}
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
gSPWideTextureRectangle(OVERLAY_DISP++, rCUpBtnX << 2, R_C_UP_BTN_Y+(Top_HUD_Margin*-1) << 2, (rCUpBtnX + 16) << 2,
(R_C_UP_BTN_Y+(Top_HUD_Margin*-1) + 16) << 2, G_TX_RENDERTILE, 0, 0, 2 << 10, 2 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, temp);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, cUpLabelTextures[gSaveContext.language], G_IM_FMT_IA, 32, 8, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
gSPWideTextureRectangle(OVERLAY_DISP++, rCUPIconX << 2, R_C_UP_ICON_Y+(Top_HUD_Margin*-1) << 2, (rCUPIconX + 32) << 2,
(R_C_UP_ICON_Y+(Top_HUD_Margin*-1) + 8) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
sCUpTimer--;
if (sCUpTimer == 0) {
sCUpInvisible ^= 1;
sCUpTimer = 10;
}
}
gDPPipeSync(OVERLAY_DISP++);
// Empty C Button Arrows
for (temp = 1; temp < 4; temp++) {
if (gSaveContext.equips.buttonItems[temp] > 0xF0) {
if (temp == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2),
interfaceCtx->cLeftAlpha);
} else if (temp == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2),
interfaceCtx->cDownAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2),
interfaceCtx->cRightAlpha);
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
//This later will feature color per C button right now that it.
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCCBtnPrimR", R_C_BTN_COLOR(0)), CVar_GetS32("gCCCBtnPrimG", R_C_BTN_COLOR(1)), CVar_GetS32("gCCCBtnPrimB", R_C_BTN_COLOR(2)), interfaceCtx->cRightAlpha);
}
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, ((u8*)gButtonBackgroundTex), 32, 32,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
OTRGetRectDimensionFromRightEdge(R_ITEM_BTN_X(temp)+Right_HUD_Margin), R_ITEM_BTN_Y(temp)+(Top_HUD_Margin*-1), R_ITEM_BTN_WIDTH(temp),
R_ITEM_BTN_WIDTH(temp), R_ITEM_BTN_DD(temp) << 1, R_ITEM_BTN_DD(temp) << 1);
const char* cButtonIcons[] = { gButtonBackgroundTex, gEquippedItemOutlineTex, gEmptyCLeftArrowTex,
gEmptyCDownArrowTex, gEmptyCRightArrowTex
};
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, cButtonIcons[(temp + 1)], 32, 32,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
OTRGetRectDimensionFromRightEdge(R_ITEM_BTN_X(temp)+Right_HUD_Margin), R_ITEM_BTN_Y(temp)+(Top_HUD_Margin*-1), R_ITEM_BTN_WIDTH(temp),
R_ITEM_BTN_WIDTH(temp), R_ITEM_BTN_DD(temp) << 1, R_ITEM_BTN_DD(temp) << 1);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3071);
}
int16_t gItemIconX[] = { B_BUTTON_X, C_LEFT_BUTTON_X, C_DOWN_BUTTON_X, C_RIGHT_BUTTON_X,
DPAD_UP_X, DPAD_DOWN_X, DPAD_LEFT_X, DPAD_RIGHT_X };
int16_t gItemIconY[] = { B_BUTTON_Y, C_LEFT_BUTTON_Y, C_DOWN_BUTTON_Y, C_RIGHT_BUTTON_Y,
DPAD_UP_Y, DPAD_DOWN_Y, DPAD_LEFT_Y, DPAD_RIGHT_Y };
int16_t gItemIconWidth[] = { 30, 24, 24, 24, 16, 16, 16, 16 };
int16_t gItemIconDD[] = { 550, 680, 680, 680, 1024, 1024, 1024, 1024 };
void Interface_DrawItemIconTexture(GlobalContext* globalCtx, void* texture, s16 button) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3079);
gDPLoadTextureBlock(OVERLAY_DISP++, texture, G_IM_FMT_RGBA, G_IM_SIZ_32b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
2022-06-22 22:24:20 -04:00
gSPWideTextureRectangle(
OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(gItemIconX[button] + Right_HUD_Margin) << 2,
gItemIconY[button] + (Top_HUD_Margin * -1) << 2,
(OTRGetRectDimensionFromRightEdge(gItemIconX[button] + Right_HUD_Margin) + gItemIconWidth[button]) << 2,
(gItemIconY[button] + (Top_HUD_Margin * -1) + gItemIconWidth[button]) << 2, G_TX_RENDERTILE, 0, 0,
gItemIconDD[button] << 1, gItemIconDD[button] << 1);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3094);
}
const char* _gAmmoDigit0Tex[] =
{
gAmmoDigit0Tex, gAmmoDigit1Tex, gAmmoDigit2Tex, gAmmoDigit3Tex, gAmmoDigit4Tex,
gAmmoDigit5Tex, gAmmoDigit6Tex, gAmmoDigit7Tex, gAmmoDigit8Tex, gAmmoDigit9Tex,
gUnusedAmmoDigitHalfTex };
static int16_t gItemAmmoX[] = { B_BUTTON_X + 2, C_LEFT_BUTTON_X + 1, C_DOWN_BUTTON_X + 1, C_RIGHT_BUTTON_X + 1,
DPAD_UP_X, DPAD_DOWN_X, DPAD_LEFT_X, DPAD_RIGHT_X };
static int16_t gItemAmmoY[] = { B_BUTTON_Y + 18, C_LEFT_BUTTON_Y + 17, C_DOWN_BUTTON_Y + 17, C_RIGHT_BUTTON_Y + 17,
DPAD_UP_Y + 11, DPAD_DOWN_Y + 11, DPAD_LEFT_Y + 11, DPAD_RIGHT_Y + 11 };
void Interface_DrawAmmoCount(GlobalContext* globalCtx, s16 button, s16 alpha) {
s16 i;
s16 ammo;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3105);
i = gSaveContext.equips.buttonItems[button];
if ((i == ITEM_STICK) || (i == ITEM_NUT) || (i == ITEM_BOMB) || (i == ITEM_BOW) ||
((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT)) || (i == ITEM_SLINGSHOT) || (i == ITEM_BOMBCHU) ||
(i == ITEM_BEAN)) {
if ((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT)) {
i = ITEM_BOW;
}
ammo = AMMO(i);
gDPPipeSync(OVERLAY_DISP++);
if ((button == 0) && (gSaveContext.minigameState == 1)) {
ammo = globalCtx->interfaceCtx.hbaAmmo;
} else if ((button == 0) && (globalCtx->shootingGalleryStatus > 1)) {
ammo = globalCtx->shootingGalleryStatus - 1;
} else if ((button == 0) && (globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
ammo = globalCtx->bombchuBowlingStatus;
if (ammo < 0) {
ammo = 0;
}
} else if (((i == ITEM_BOW) && (AMMO(i) == CUR_CAPACITY(UPG_QUIVER))) ||
((i == ITEM_BOMB) && (AMMO(i) == CUR_CAPACITY(UPG_BOMB_BAG))) ||
((i == ITEM_SLINGSHOT) && (AMMO(i) == CUR_CAPACITY(UPG_BULLET_BAG))) ||
((i == ITEM_STICK) && (AMMO(i) == CUR_CAPACITY(UPG_STICKS))) ||
((i == ITEM_NUT) && (AMMO(i) == CUR_CAPACITY(UPG_NUTS))) || ((i == ITEM_BOMBCHU) && (ammo == 50)) ||
((i == ITEM_BEAN) && (ammo == 15))) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, alpha);
}
if (ammo == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, alpha);
}
for (i = 0; ammo >= 10; i++) {
ammo -= 10;
}
if (i != 0) {
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, (u8*)_gAmmoDigit0Tex[i], 8, 8,
OTRGetRectDimensionFromRightEdge(gItemAmmoX[button] + Right_HUD_Margin),
gItemAmmoY[button] + (Top_HUD_Margin * -1), 8, 8, 1 << 10, 1 << 10);
}
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, (u8*)_gAmmoDigit0Tex[ammo], 8, 8,
OTRGetRectDimensionFromRightEdge(gItemAmmoX[button] + Right_HUD_Margin) + 6,
gItemAmmoY[button] + (Top_HUD_Margin * -1), 8, 8, 1 << 10, 1 << 10);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3158);
}
void Interface_DrawActionButton(GlobalContext* globalCtx, f32 x, f32 y) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3172);
Matrix_Translate(-137.0f + x, 97.0f - y, XREG(18) / 10.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_parameter.c", 3177),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[0], 4, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gButtonBackgroundTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3187);
}
void Interface_InitVertices(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
s16 i;
interfaceCtx->actionVtx = Graph_Alloc(globalCtx->state.gfxCtx, 8 * sizeof(Vtx));
// clang-format off
interfaceCtx->actionVtx[0].v.ob[0] =
interfaceCtx->actionVtx[2].v.ob[0] = -15;
interfaceCtx->actionVtx[1].v.ob[0] =
interfaceCtx->actionVtx[3].v.ob[0] = interfaceCtx->actionVtx[0].v.ob[0] + 29;
interfaceCtx->actionVtx[0].v.ob[1] =
interfaceCtx->actionVtx[1].v.ob[1] = 15;
interfaceCtx->actionVtx[2].v.ob[1] =
interfaceCtx->actionVtx[3].v.ob[1] = interfaceCtx->actionVtx[0].v.ob[1] - 29;
interfaceCtx->actionVtx[4].v.ob[0] =
interfaceCtx->actionVtx[6].v.ob[0] = -((XREG(21) + 1) / 2);
interfaceCtx->actionVtx[5].v.ob[0] =
interfaceCtx->actionVtx[7].v.ob[0] = interfaceCtx->actionVtx[4].v.ob[0] + (XREG(21) + 1);
interfaceCtx->actionVtx[4].v.ob[1] =
interfaceCtx->actionVtx[5].v.ob[1] = XREG(28) / 2;
interfaceCtx->actionVtx[6].v.ob[1] =
interfaceCtx->actionVtx[7].v.ob[1] = interfaceCtx->actionVtx[4].v.ob[1] - XREG(28);
for (i = 0; i < 8; i += 4) {
interfaceCtx->actionVtx[i].v.ob[2] = interfaceCtx->actionVtx[i+1].v.ob[2] =
interfaceCtx->actionVtx[i+2].v.ob[2] = interfaceCtx->actionVtx[i+3].v.ob[2] = 0;
interfaceCtx->actionVtx[i].v.flag = interfaceCtx->actionVtx[i+1].v.flag =
interfaceCtx->actionVtx[i+2].v.flag = interfaceCtx->actionVtx[i+3].v.flag = 0;
interfaceCtx->actionVtx[i].v.tc[0] = interfaceCtx->actionVtx[i].v.tc[1] =
interfaceCtx->actionVtx[i+1].v.tc[1] = interfaceCtx->actionVtx[i+2].v.tc[0] = -16;
interfaceCtx->actionVtx[i+1].v.tc[0] = interfaceCtx->actionVtx[i+2].v.tc[1] =
interfaceCtx->actionVtx[i+3].v.tc[0] = interfaceCtx->actionVtx[i+3].v.tc[1] = 1024 - 16;
interfaceCtx->actionVtx[i].v.cn[0] = interfaceCtx->actionVtx[i+1].v.cn[0] =
interfaceCtx->actionVtx[i+2].v.cn[0] = interfaceCtx->actionVtx[i+3].v.cn[0] =
interfaceCtx->actionVtx[i].v.cn[1] = interfaceCtx->actionVtx[i+1].v.cn[1] =
interfaceCtx->actionVtx[i+2].v.cn[1] = interfaceCtx->actionVtx[i+3].v.cn[1] =
interfaceCtx->actionVtx[i].v.cn[2] = interfaceCtx->actionVtx[i+1].v.cn[2] =
interfaceCtx->actionVtx[i+2].v.cn[2] = interfaceCtx->actionVtx[i+3].v.cn[2] = 255;
interfaceCtx->actionVtx[i].v.cn[3] = interfaceCtx->actionVtx[i+1].v.cn[3] =
interfaceCtx->actionVtx[i+2].v.cn[3] = interfaceCtx->actionVtx[i+3].v.cn[3] = 255;
}
interfaceCtx->actionVtx[5].v.tc[0] = interfaceCtx->actionVtx[7].v.tc[0] = 1536;
interfaceCtx->actionVtx[6].v.tc[1] = interfaceCtx->actionVtx[7].v.tc[1] = 512;
interfaceCtx->beatingHeartVtx = Graph_Alloc(globalCtx->state.gfxCtx, 4 * sizeof(Vtx));
interfaceCtx->beatingHeartVtx[0].v.ob[0] = interfaceCtx->beatingHeartVtx[2].v.ob[0] = -8;
interfaceCtx->beatingHeartVtx[1].v.ob[0] = interfaceCtx->beatingHeartVtx[3].v.ob[0] = 8;
interfaceCtx->beatingHeartVtx[0].v.ob[1] = interfaceCtx->beatingHeartVtx[1].v.ob[1] = 8;
interfaceCtx->beatingHeartVtx[2].v.ob[1] = interfaceCtx->beatingHeartVtx[3].v.ob[1] = -8;
interfaceCtx->beatingHeartVtx[0].v.ob[2] = interfaceCtx->beatingHeartVtx[1].v.ob[2] =
interfaceCtx->beatingHeartVtx[2].v.ob[2] = interfaceCtx->beatingHeartVtx[3].v.ob[2] = 0;
interfaceCtx->beatingHeartVtx[0].v.flag = interfaceCtx->beatingHeartVtx[1].v.flag =
interfaceCtx->beatingHeartVtx[2].v.flag = interfaceCtx->beatingHeartVtx[3].v.flag = 0;
interfaceCtx->beatingHeartVtx[0].v.tc[0] = interfaceCtx->beatingHeartVtx[0].v.tc[1] =
interfaceCtx->beatingHeartVtx[1].v.tc[1] = interfaceCtx->beatingHeartVtx[2].v.tc[0] = 0;
interfaceCtx->beatingHeartVtx[1].v.tc[0] = interfaceCtx->beatingHeartVtx[2].v.tc[1] =
interfaceCtx->beatingHeartVtx[3].v.tc[0] = interfaceCtx->beatingHeartVtx[3].v.tc[1] = 512;
interfaceCtx->beatingHeartVtx[0].v.cn[0] = interfaceCtx->beatingHeartVtx[1].v.cn[0] =
interfaceCtx->beatingHeartVtx[2].v.cn[0] = interfaceCtx->beatingHeartVtx[3].v.cn[0] =
interfaceCtx->beatingHeartVtx[0].v.cn[1] = interfaceCtx->beatingHeartVtx[1].v.cn[1] =
interfaceCtx->beatingHeartVtx[2].v.cn[1] = interfaceCtx->beatingHeartVtx[3].v.cn[1] =
interfaceCtx->beatingHeartVtx[0].v.cn[2] = interfaceCtx->beatingHeartVtx[1].v.cn[2] =
interfaceCtx->beatingHeartVtx[2].v.cn[2] = interfaceCtx->beatingHeartVtx[3].v.cn[2] =
interfaceCtx->beatingHeartVtx[0].v.cn[3] = interfaceCtx->beatingHeartVtx[1].v.cn[3] =
interfaceCtx->beatingHeartVtx[2].v.cn[3] = interfaceCtx->beatingHeartVtx[3].v.cn[3] = 255;
// clang-format on
}
/*
void func_8008A8B8(GlobalContext* globalCtx, s32 topY, s32 bottomY, s32 leftX, s32 rightX) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
Vec3f eye;
Vec3f lookAt;
Vec3f up;
eye.x = eye.y = eye.z = 0.0f;
lookAt.x = lookAt.y = 0.0f;
lookAt.z = -1.0f;
up.x = up.z = 0.0f;
up.y = 1.0f;
func_800AA358(&interfaceCtx->view, &eye, &lookAt, &up);
interfaceCtx->viewport.topY = topY;
interfaceCtx->viewport.bottomY = bottomY;
interfaceCtx->viewport.leftX = leftX;
interfaceCtx->viewport.rightX = rightX;
View_SetViewport(&interfaceCtx->view, &interfaceCtx->viewport);
func_800AA460(&interfaceCtx->view, 60.0f, 10.0f, 60.0f);
func_800AB560(&interfaceCtx->view);
}
*/
void func_8008A994(InterfaceContext* interfaceCtx) {
SET_FULLSCREEN_VIEWPORT(&interfaceCtx->view);
func_800AB2C4(&interfaceCtx->view);
}
const char* digitTextures[] =
{
gCounterDigit0Tex, gCounterDigit1Tex, gCounterDigit2Tex, gCounterDigit3Tex,
gCounterDigit4Tex, gCounterDigit5Tex, gCounterDigit6Tex, gCounterDigit7Tex, gCounterDigit8Tex,
gCounterDigit9Tex, gCounterColonTex, gCounterDigit1Tex, gCounterDigit2Tex, gCounterDigit3Tex,
gCounterDigit4Tex, gCounterDigit5Tex, gCounterDigit6Tex, gCounterDigit7Tex, gCounterDigit8Tex
};
void Interface_Draw(GlobalContext* globalCtx) {
static s16 magicArrowEffectsR[] = { 255, 100, 255 };
static s16 magicArrowEffectsG[] = { 0, 100, 255 };
static s16 magicArrowEffectsB[] = { 0, 255, 100 };
static s16 timerDigitLeftPos[] = { 16, 25, 34, 42, 51 };
static s16 digitWidth[] = { 9, 9, 8, 9, 9 };
// unused, most likely colors
static s16 D_80125B1C[][3] = {
{ 0, 150, 0 }, { 100, 255, 0 }, { 255, 255, 255 }, { 0, 0, 0 }, { 255, 255, 255 },
};
static s16 rupeeDigitsFirst[] = { 1, 0, 0 };
static s16 rupeeDigitsCount[] = { 2, 3, 3 };
// courtesy of https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/ASM/c/hud_colors.c
static s16 rupeeWalletColors[3][3] = {
{ 0xC8, 0xFF, 0x64 }, // Base Wallet (Green)
{ 0x82, 0x82, 0xFF }, // Adult's Wallet (Blue)
{ 0xFF, 0x64, 0x64 }, // Giant's Wallet (Red)
};
static s16 spoilingItemEntrances[] = { 0x01AD, 0x0153, 0x0153 };
static f32 D_80125B54[] = { -40.0f, -35.0f }; // unused
static s16 D_80125B5C[] = { 91, 91 }; // unused
static s16 D_8015FFE0;
static s16 D_8015FFE2;
static s16 D_8015FFE4;
static s16 D_8015FFE6;
static s16 timerDigits[5];
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
PauseContext* pauseCtx = &globalCtx->pauseCtx;
MessageContext* msgCtx = &globalCtx->msgCtx;
Player* player = GET_PLAYER(globalCtx);
s16 svar1;
s16 svar2;
s16 svar3;
s16 svar4;
s16 svar5;
s16 svar6;
bool fullUi = !CVar_GetS32("gMinimalUI", 0) || !R_MINIMAP_DISABLED || globalCtx->pauseCtx.state != 0;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 3405);
// Invalidate Do Action textures as they may have changed
gSPInvalidateTexCache(OVERLAY_DISP++, interfaceCtx->doActionSegment);
gSPInvalidateTexCache(OVERLAY_DISP++, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE);
gSPSegment(OVERLAY_DISP++, 0x02, interfaceCtx->parameterSegment);
gSPSegment(OVERLAY_DISP++, 0x07, interfaceCtx->doActionSegment);
gSPSegment(OVERLAY_DISP++, 0x08, interfaceCtx->iconItemSegment);
gSPSegment(OVERLAY_DISP++, 0x0B, interfaceCtx->mapSegment);
if (pauseCtx->debugState == 0) {
Interface_InitVertices(globalCtx);
func_8008A994(interfaceCtx);
if (fullUi || gSaveContext.health != gSaveContext.healthCapacity) {
HealthMeter_Draw(globalCtx);
}
func_80094520(globalCtx->state.gfxCtx);
if (fullUi) {
// Rupee Icon
s16* rColor;
if (CVar_GetS32("gDynamicWalletIcon", 0)) {
rColor = &rupeeWalletColors[CUR_UPG_VALUE(UPG_WALLET)];
} else {
rColor = &rupeeWalletColors[0];
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCRupeePrimR", rColor[0]), CVar_GetS32("gCCRupeePrimG", rColor[1]), CVar_GetS32("gCCRupeePrimB", rColor[2]), interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255); //We reset this here so it match user color :)
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, rColor[0], rColor[1], rColor[2], interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 80, 0, 255);
}
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, OTRGetRectDimensionFromLeftEdge(26+(Left_HUD_Margin*-1)),
206+(Bottom_HUD_Margin), 16, 16, 1 << 10, 1 << 10);
switch (globalCtx->sceneNum) {
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_GANON:
case SCENE_MEN:
case SCENE_GERUDOWAY:
case SCENE_GANONTIKA:
case SCENE_GANON_SONOGO:
case SCENE_GANONTIKA_SONOGO:
case SCENE_TAKARAYA:
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] >= 0) {
// Small Key Icon
gDPPipeSync(OVERLAY_DISP++);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCKeysPrimR", 200), CVar_GetS32("gCCKeysPrimG", 230), CVar_GetS32("gCCKeysPrimB", 255), interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255); //We reset this here so it match user color :)
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 230, 255, interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 20, 255);
}
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gSmallKeyCounterIconTex, 16, 16, OTRGetRectDimensionFromLeftEdge(26+(Left_HUD_Margin*-1)), 190+(Bottom_HUD_Margin), 16, 16,
1 << 10, 1 << 10);
// Small Key Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
TEXEL0, 0, PRIMITIVE, 0);
interfaceCtx->counterDigits[2] = 0;
interfaceCtx->counterDigits[3] = gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex];
while (interfaceCtx->counterDigits[3] >= 10) {
interfaceCtx->counterDigits[2]++;
interfaceCtx->counterDigits[3] -= 10;
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
svar3 = OTRGetRectDimensionFromLeftEdge(42+(Left_HUD_Margin*-1));
if (interfaceCtx->counterDigits[2] != 0) {
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP, ((u8*)((u8*)digitTextures[interfaceCtx->counterDigits[2]])), 8,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
16, svar3, 190+(Bottom_HUD_Margin), 8, 16, 1 << 10, 1 << 10);
svar3 += 8;
}
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP,
((u8*)digitTextures[interfaceCtx->counterDigits[3]]), 8, 16,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
svar3, 190+(Bottom_HUD_Margin), 8, 16, 1 << 10, 1 << 10);
}
break;
default:
break;
}
// Rupee Counter
gDPPipeSync(OVERLAY_DISP++);
if (gSaveContext.rupees == CUR_CAPACITY(UPG_WALLET)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, interfaceCtx->magicAlpha);
} else if (gSaveContext.rupees != 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, interfaceCtx->magicAlpha);
}
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
PRIMITIVE, 0);
interfaceCtx->counterDigits[0] = interfaceCtx->counterDigits[1] = 0;
interfaceCtx->counterDigits[2] = gSaveContext.rupees;
if ((interfaceCtx->counterDigits[2] > 9999) || (interfaceCtx->counterDigits[2] < 0)) {
interfaceCtx->counterDigits[2] &= 0xDDD;
}
while (interfaceCtx->counterDigits[2] >= 100) {
interfaceCtx->counterDigits[0]++;
interfaceCtx->counterDigits[2] -= 100;
}
while (interfaceCtx->counterDigits[2] >= 10) {
interfaceCtx->counterDigits[1]++;
interfaceCtx->counterDigits[2] -= 10;
}
svar2 = rupeeDigitsFirst[CUR_UPG_VALUE(UPG_WALLET)];
svar5 = rupeeDigitsCount[CUR_UPG_VALUE(UPG_WALLET)];
for (svar1 = 0, svar3 = 42; svar1 < svar5; svar1++, svar2++, svar3 += 8) {
OVERLAY_DISP =
Gfx_TextureI8(OVERLAY_DISP, ((u8*)digitTextures[interfaceCtx->counterDigits[svar2]]), 8, 16,
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
OTRGetRectDimensionFromLeftEdge(svar3+(Left_HUD_Margin*-1)), 206+(Bottom_HUD_Margin), 8, 16, 1 << 10, 1 << 10);
}
}
else {
// Make sure item counts have black backgrounds
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
}
if (fullUi || gSaveContext.unk_13F0 > 0) {
Interface_DrawMagicBar(globalCtx);
}
Minimap_Draw(globalCtx);
if ((R_PAUSE_MENU_MODE != 2) && (R_PAUSE_MENU_MODE != 3)) {
func_8002C124(&globalCtx->actorCtx.targetCtx, globalCtx); // Draw Z-Target
}
func_80094520(globalCtx->state.gfxCtx);
if (fullUi) {
Interface_DrawItemButtons(globalCtx);
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
if (!(interfaceCtx->unk_1FA)) {
// B Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE)
{
if (fullUi) {
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
}
if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
if (!fullUi) {
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 0, interfaceCtx->bAlpha);
}
}
} else {
// B Button Do Action Label
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE, G_IM_FMT_IA,
DO_ACTION_TEX_WIDTH, DO_ACTION_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
R_B_LABEL_DD = (1 << 10) / (WREG(37 + gSaveContext.language) / 100.0f);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const s16 rBLabelX = OTRGetRectDimensionFromRightEdge(R_B_LABEL_X(gSaveContext.language)+Right_HUD_Margin);
gSPWideTextureRectangle(OVERLAY_DISP++, rBLabelX << 2, R_B_LABEL_Y(gSaveContext.language)+(Top_HUD_Margin*-1) << 2,
(rBLabelX + DO_ACTION_TEX_WIDTH) << 2,
(R_B_LABEL_Y(gSaveContext.language) + DO_ACTION_TEX_HEIGHT) << 2, G_TX_RENDERTILE, 0, 0,
R_B_LABEL_DD, R_B_LABEL_DD);
}
gDPPipeSync(OVERLAY_DISP++);
// C-Left Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[1] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cLeftAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[1]], 1);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 1, interfaceCtx->cLeftAlpha);
}
gDPPipeSync(OVERLAY_DISP++);
// C-Down Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[2] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cDownAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[2]], 2);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 2, interfaceCtx->cDownAlpha);
}
gDPPipeSync(OVERLAY_DISP++);
// C-Right Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[3] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cRightAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[3]], 3);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 3, interfaceCtx->cRightAlpha);
}
2022-06-22 22:24:20 -04:00
if (CVar_GetS32("gDpadEquips", 0) != 0) {
// DPad is only greyed-out when all 4 DPad directions are too
uint16_t dpadAlpha =
MAX(MAX(MAX(interfaceCtx->dpadUpAlpha, interfaceCtx->dpadDownAlpha), interfaceCtx->dpadLeftAlpha),
interfaceCtx->dpadRightAlpha);
// Draw DPad
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, dpadAlpha);
gDPLoadTextureBlock(OVERLAY_DISP++, ResourceMgr_LoadFileRaw("assets/ship_of_harkinian/buttons/dpad.bin"),
G_IM_FMT_IA, G_IM_SIZ_16b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
2022-06-23 20:26:15 -04:00
gSPWideTextureRectangle(OVERLAY_DISP++, OTRGetRectDimensionFromRightEdge(DPAD_X + Right_HUD_Margin) << 2,
(DPAD_Y + (Top_HUD_Margin * -1)) << 2,
(OTRGetRectDimensionFromRightEdge(DPAD_X + Right_HUD_Margin) + 32) << 2,
(DPAD_Y + 32 + (Top_HUD_Margin * -1)) << 2, G_TX_RENDERTILE, 0, 0, (1 << 10),
(1 << 10));
2022-06-22 22:24:20 -04:00
// DPad-Up Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[4] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadUpAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[4]], 4);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 4, interfaceCtx->dpadUpAlpha);
}
// DPad-Down Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[5] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadDownAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[5]], 5);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 5, interfaceCtx->dpadDownAlpha);
}
// DPad-Left Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[6] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadLeftAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[6]], 6);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 6, interfaceCtx->dpadLeftAlpha);
}
// DPad-Right Button Icon & Ammo Count
if (gSaveContext.equips.buttonItems[7] < 0xF0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadRightAlpha);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
Interface_DrawItemIconTexture(globalCtx, gItemIcons[gSaveContext.equips.buttonItems[7]], 7);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
Interface_DrawAmmoCount(globalCtx, 7, interfaceCtx->dpadRightAlpha);
}
}
// A Button
func_80094A14(globalCtx->state.gfxCtx);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const f32 rABtnX = OTRGetDimensionFromRightEdge(R_A_BTN_X+Right_HUD_Margin);
//func_8008A8B8(globalCtx, R_A_BTN_Y, R_A_BTN_Y + 45, rABtnX, rABtnX + 45);
gSPClearGeometryMode(OVERLAY_DISP++, G_CULL_BOTH);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 90, 90, 255, interfaceCtx->aAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_A_BTN_COLOR(0), R_A_BTN_COLOR(1), R_A_BTN_COLOR(2), interfaceCtx->aAlpha);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCABtnPrimR", R_A_BTN_COLOR(0)), CVar_GetS32("gCCABtnPrimG", R_A_BTN_COLOR(1)), CVar_GetS32("gCCABtnPrimB", R_A_BTN_COLOR(2)), interfaceCtx->aAlpha);
}
if (fullUi) {
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
Interface_DrawActionButton(globalCtx, rABtnX, R_A_BTN_Y+(Top_HUD_Margin*-1));
}
gDPPipeSync(OVERLAY_DISP++);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
const f32 rAIconX = OTRGetDimensionFromRightEdge(R_A_ICON_X+Right_HUD_Margin);
//func_8008A8B8(globalCtx, R_A_ICON_Y, R_A_ICON_Y + 45, rAIconX, rAIconX + 45);
gSPSetGeometryMode(OVERLAY_DISP++, G_CULL_BACK);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
Matrix_Translate(-138.0f + rAIconX, 98.0f - (R_A_ICON_Y+(Top_HUD_Margin*-1)), WREG(46 + gSaveContext.language) / 10.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_parameter.c", 3701),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[4], 4, 0);
if ((interfaceCtx->unk_1EC < 2) || (interfaceCtx->unk_1EC == 3)) {
Interface_DrawActionLabel(globalCtx->state.gfxCtx, interfaceCtx->doActionSegment);
} else {
Interface_DrawActionLabel(globalCtx->state.gfxCtx, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE);
}
gDPPipeSync(OVERLAY_DISP++);
func_8008A994(interfaceCtx);
svar3 = 16;
if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) {
// Inventory Equip Effects
gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
func_80094A14(globalCtx->state.gfxCtx);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
pauseCtx->cursorVtx[svar3].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] = svar2 = pauseCtx->equipAnimX / 10;
pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] = svar2 =
pauseCtx->cursorVtx[svar3].v.ob[0] + WREG(90) / 10;
pauseCtx->cursorVtx[svar3].v.ob[1] = pauseCtx->cursorVtx[17].v.ob[1] = svar2 = pauseCtx->equipAnimY / 10;
pauseCtx->cursorVtx[18].v.ob[1] = pauseCtx->cursorVtx[19].v.ob[1] = svar2 =
pauseCtx->cursorVtx[svar3].v.ob[1] - WREG(90) / 10;
if (pauseCtx->equipTargetItem < 0xBF) {
// Normal Equip (icon goes from the inventory slot to the C button when equipping it)
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, pauseCtx->equipAnimAlpha);
gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[16], 4, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gItemIcons[pauseCtx->equipTargetItem], G_IM_FMT_RGBA, G_IM_SIZ_32b,
32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
} else {
// Magic Arrow Equip Effect
svar1 = pauseCtx->equipTargetItem - 0xBF;
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicArrowEffectsR[svar1], magicArrowEffectsG[svar1],
magicArrowEffectsB[svar1], pauseCtx->equipAnimAlpha);
if ((pauseCtx->equipAnimAlpha > 0) && (pauseCtx->equipAnimAlpha < 255)) {
svar1 = (pauseCtx->equipAnimAlpha / 8) / 2;
pauseCtx->cursorVtx[16].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] = svar2 =
pauseCtx->cursorVtx[16].v.ob[0] - svar1;
pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] = svar2 =
pauseCtx->cursorVtx[16].v.ob[0] + svar1 * 2 + 32;
pauseCtx->cursorVtx[16].v.ob[1] = pauseCtx->cursorVtx[17].v.ob[1] = svar2 =
pauseCtx->cursorVtx[16].v.ob[1] + svar1;
pauseCtx->cursorVtx[18].v.ob[1] = pauseCtx->cursorVtx[19].v.ob[1] = svar2 =
pauseCtx->cursorVtx[16].v.ob[1] - svar1 * 2 - 32;
}
gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[16], 4, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicArrowEquipEffectTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
}
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
}
func_80094520(globalCtx->state.gfxCtx);
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0)) {
if (gSaveContext.minigameState != 1) {
// Carrots rendering if the action corresponds to riding a horse
if (interfaceCtx->unk_1EE == 8) {
// Load Carrot Icon
gDPLoadTextureBlock(OVERLAY_DISP++, gCarrotIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
// Draw 6 carrots
for (svar1 = 1, svar5 = ZREG(14); svar1 < 7; svar1++, svar5 += 16) {
// Carrot Color (based on availability)
if ((interfaceCtx->numHorseBoosts == 0) || (interfaceCtx->numHorseBoosts < svar1)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 150, 255, interfaceCtx->aAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
}
gSPTextureRectangle(OVERLAY_DISP++, svar5 << 2, ZREG(15) << 2, (svar5 + 16) << 2,
(ZREG(15) + 16) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
}
} else {
// Score for the Horseback Archery
svar5 = OTRGetRectDimensionFromRightEdge(WREG(32));
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
// Target Icon
gDPLoadTextureBlock(OVERLAY_DISP++, gArcheryScoreIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, (svar5 + 28) << 2, ZREG(15) << 2, (svar5 + 52) << 2,
(ZREG(15) + 16) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
// Score Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
TEXEL0, 0, PRIMITIVE, 0);
svar5 = OTRGetRectDimensionFromRightEdge(WREG(32)) + 6 * 9;
for (svar1 = svar2 = 0; svar1 < 4; svar1++) {
if (sHBAScoreDigits[svar1] != 0 || (svar2 != 0) || (svar1 >= 3)) {
OVERLAY_DISP = Gfx_TextureI8(
OVERLAY_DISP, digitTextures[sHBAScoreDigits[svar1]], 8, 16, svar5,
(ZREG(15) - 2), digitWidth[0], VREG(42), VREG(43) << 1, VREG(43) << 1);
svar5 += 9;
svar2++;
}
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
}
}
if ((gSaveContext.timer2State == 5) && (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT)) {
// Trade quest timer reached 0
D_8015FFE6 = 40;
gSaveContext.cutsceneIndex = 0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.timer2State = 0;
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
} else {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
}
}
// Revert any spoiling trade quest items
for (svar1 = 0; svar1 < ARRAY_COUNT(gSpoilingItems); svar1++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[svar1]) {
gSaveContext.eventInf[0] &= 0x7F80;
osSyncPrintf("EVENT_INF=%x\n", gSaveContext.eventInf[0]);
globalCtx->nextEntranceIndex = spoilingItemEntrances[svar1];
INV_CONTENT(gSpoilingItemReverts[svar1]) = gSpoilingItemReverts[svar1];
2022-06-22 22:24:20 -04:00
for (svar2 = 1; svar2 < ARRAY_COUNT(gSaveContext.equips.buttonItems); svar2++) {
if (gSaveContext.equips.buttonItems[svar2] == gSpoilingItems[svar1]) {
gSaveContext.equips.buttonItems[svar2] = gSpoilingItemReverts[svar1];
Interface_LoadItemIcon1(globalCtx, svar2);
}
}
}
}
}
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
(globalCtx->shootingGalleryStatus <= 1) &&
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
svar6 = 0;
switch (gSaveContext.timer1State) {
case 1:
D_8015FFE2 = 20;
D_8015FFE0 = 20;
gSaveContext.timer1Value = gSaveContext.health >> 1;
gSaveContext.timer1State = 2;
break;
case 2:
D_8015FFE2--;
if (D_8015FFE2 == 0) {
D_8015FFE2 = 20;
gSaveContext.timer1State = 3;
}
break;
case 5:
case 11:
D_8015FFE2 = 20;
D_8015FFE0 = 20;
if (gSaveContext.timer1State == 5) {
gSaveContext.timer1State = 6;
} else {
gSaveContext.timer1State = 12;
}
break;
case 6:
case 12:
D_8015FFE2--;
if (D_8015FFE2 == 0) {
D_8015FFE2 = 20;
if (gSaveContext.timer1State == 6) {
gSaveContext.timer1State = 7;
} else {
gSaveContext.timer1State = 13;
}
}
break;
case 3:
case 7:
svar1 = (gSaveContext.timerX[0] - 26) / D_8015FFE2;
gSaveContext.timerX[0] -= svar1;
if (gSaveContext.healthCapacity > 0xA0) {
svar1 = (gSaveContext.timerY[0] - 54) / D_8015FFE2;
} else {
svar1 = (gSaveContext.timerY[0] - 46) / D_8015FFE2;
}
gSaveContext.timerY[0] -= svar1;
D_8015FFE2--;
if (D_8015FFE2 == 0) {
D_8015FFE2 = 20;
gSaveContext.timerX[0] = 26;
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[0] = 54;
} else {
gSaveContext.timerY[0] = 46;
}
if (gSaveContext.timer1State == 3) {
gSaveContext.timer1State = 4;
} else {
gSaveContext.timer1State = 8;
}
}
case 4:
case 8:
if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) {
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[0] = 54;
} else {
gSaveContext.timerY[0] = 46;
}
}
if ((gSaveContext.timer1State >= 3) && (msgCtx->msgLength == 0)) {
D_8015FFE0--;
if (D_8015FFE0 == 0) {
if (gSaveContext.timer1Value != 0) {
gSaveContext.timer1Value--;
}
D_8015FFE0 = 20;
if (gSaveContext.timer1Value == 0) {
gSaveContext.timer1State = 10;
if (D_80125A5C != 0) {
gSaveContext.health = 0;
globalCtx->damagePlayer(globalCtx, -(gSaveContext.health + 2));
}
D_80125A5C = 0;
} else if (gSaveContext.timer1Value > 60) {
if (timerDigits[4] == 1) {
Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
} else if (gSaveContext.timer1Value >= 11) {
if (timerDigits[4] & 1) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
} else {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &D_801333D4, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}
}
break;
case 13:
svar1 = (gSaveContext.timerX[0] - 26) / D_8015FFE2;
gSaveContext.timerX[0] -= svar1;
if (gSaveContext.healthCapacity > 0xA0) {
svar1 = (gSaveContext.timerY[0] - 54) / D_8015FFE2;
} else {
svar1 = (gSaveContext.timerY[0] - 46) / D_8015FFE2;
}
gSaveContext.timerY[0] -= svar1;
D_8015FFE2--;
if (D_8015FFE2 == 0) {
D_8015FFE2 = 20;
gSaveContext.timerX[0] = 26;
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[0] = 54;
} else {
gSaveContext.timerY[0] = 46;
}
gSaveContext.timer1State = 14;
}
case 14:
if (gSaveContext.timer1State == 14) {
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[0] = 54;
} else {
gSaveContext.timerY[0] = 46;
}
}
if (gSaveContext.timer1State >= 3) {
D_8015FFE0--;
if (D_8015FFE0 == 0) {
gSaveContext.timer1Value++;
D_8015FFE0 = 20;
if (gSaveContext.timer1Value == 3599) {
D_8015FFE2 = 40;
gSaveContext.timer1State = 15;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}
}
break;
case 10:
if (gSaveContext.timer2State != 0) {
D_8015FFE6 = 20;
D_8015FFE4 = 20;
gSaveContext.timerX[1] = 140;
gSaveContext.timerY[1] = 80;
if (gSaveContext.timer2State < 7) {
gSaveContext.timer2State = 2;
} else {
gSaveContext.timer2State = 8;
}
gSaveContext.timer1State = 0;
} else {
gSaveContext.timer1State = 0;
}
case 15:
break;
default:
svar6 = 1;
switch (gSaveContext.timer2State) {
case 1:
case 7:
D_8015FFE6 = 20;
D_8015FFE4 = 20;
gSaveContext.timerX[1] = 140;
gSaveContext.timerY[1] = 80;
if (gSaveContext.timer2State == 1) {
gSaveContext.timer2State = 2;
} else {
gSaveContext.timer2State = 8;
}
break;
case 2:
case 8:
D_8015FFE6--;
if (D_8015FFE6 == 0) {
D_8015FFE6 = 20;
if (gSaveContext.timer2State == 2) {
gSaveContext.timer2State = 3;
} else {
gSaveContext.timer2State = 9;
}
}
break;
case 3:
case 9:
osSyncPrintf("event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d\n",
svar5 = gSaveContext.timerX[1], svar2 = gSaveContext.timerY[1],
gSaveContext.timer2Value);
svar1 = (gSaveContext.timerX[1] - 26) / D_8015FFE6;
gSaveContext.timerX[1] -= svar1;
if (gSaveContext.healthCapacity > 0xA0) {
svar1 = (gSaveContext.timerY[1] - 54) / D_8015FFE6;
} else {
svar1 = (gSaveContext.timerY[1] - 46) / D_8015FFE6;
}
gSaveContext.timerY[1] -= svar1;
D_8015FFE6--;
if (D_8015FFE6 == 0) {
D_8015FFE6 = 20;
gSaveContext.timerX[1] = 26;
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[1] = 54;
} else {
gSaveContext.timerY[1] = 46;
}
if (gSaveContext.timer2State == 3) {
gSaveContext.timer2State = 4;
} else {
gSaveContext.timer2State = 10;
}
}
case 4:
case 10:
if ((gSaveContext.timer2State == 4) || (gSaveContext.timer2State == 10)) {
if (gSaveContext.healthCapacity > 0xA0) {
gSaveContext.timerY[1] = 54;
} else {
gSaveContext.timerY[1] = 46;
}
}
if (gSaveContext.timer2State >= 3) {
D_8015FFE4--;
if (D_8015FFE4 == 0) {
D_8015FFE4 = 20;
if (gSaveContext.timer2State == 4) {
gSaveContext.timer2Value--;
osSyncPrintf("TOTAL_EVENT_TM=%d\n", gSaveContext.timer2Value);
if (gSaveContext.timer2Value <= 0) {
if (!Flags_GetSwitch(globalCtx, 0x37) ||
((globalCtx->sceneNum != SCENE_GANON_DEMO) &&
(globalCtx->sceneNum != SCENE_GANON_FINAL) &&
(globalCtx->sceneNum != SCENE_GANON_SONOGO) &&
(globalCtx->sceneNum != SCENE_GANONTIKA_SONOGO))) {
D_8015FFE6 = 40;
gSaveContext.timer2State = 5;
gSaveContext.cutsceneIndex = 0;
Message_StartTextbox(globalCtx, 0x71B0, NULL);
func_8002DF54(globalCtx, NULL, 8);
} else {
D_8015FFE6 = 40;
gSaveContext.timer2State = 6;
}
} else if (gSaveContext.timer2Value > 60) {
if (timerDigits[4] == 1) {
Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
}
} else if (gSaveContext.timer2Value > 10) {
if ((timerDigits[4] & 1)) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
}
} else {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
}
} else {
gSaveContext.timer2Value++;
if (gSaveContext.eventInf[1] & 1) {
if (gSaveContext.timer2Value == 240) {
Message_StartTextbox(globalCtx, 0x6083, NULL);
gSaveContext.eventInf[1] &= ~1;
gSaveContext.timer2State = 0;
}
}
}
if ((gSaveContext.timer2Value % 60) == 0) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}
}
break;
case 6:
D_8015FFE6--;
if (D_8015FFE6 == 0) {
gSaveContext.timer2State = 0;
}
break;
}
break;
}
if (((gSaveContext.timer1State != 0) && (gSaveContext.timer1State != 10)) ||
(gSaveContext.timer2State != 0)) {
timerDigits[0] = timerDigits[1] = svar2 = timerDigits[3] = 0;
timerDigits[2] = 10; // digit 10 is used as ':' (colon)
if (gSaveContext.timer1State != 0) {
timerDigits[4] = gSaveContext.timer1Value;
} else {
timerDigits[4] = gSaveContext.timer2Value;
}
while (timerDigits[4] >= 60) {
timerDigits[1]++;
if (timerDigits[1] >= 10) {
timerDigits[0]++;
timerDigits[1] -= 10;
}
timerDigits[4] -= 60;
}
while (timerDigits[4] >= 10) {
timerDigits[3]++;
timerDigits[4] -= 10;
}
// Clock Icon
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
svar5 = OTRGetRectDimensionFromLeftEdge(gSaveContext.timerX[svar6]);
svar2 = gSaveContext.timerY[svar6];
OVERLAY_DISP =
Gfx_TextureIA8(OVERLAY_DISP, gClockIconTex, 16, 16, svar5, svar2 + 2, 16, 16, 1 << 10, 1 << 10);
// Timer Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
TEXEL0, 0, PRIMITIVE, 0);
if (gSaveContext.timer1State != 0) {
if ((gSaveContext.timer1Value < 10) && (gSaveContext.timer1State < 11)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
}
} else {
if ((gSaveContext.timer2Value < 10) && (gSaveContext.timer2State < 6)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 0, 255);
}
}
for (svar1 = 0; svar1 < 5; svar1++) {
// clang-format off
svar5 = OTRGetRectDimensionFromLeftEdge(gSaveContext.timerX[svar6]);
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP, digitTextures[timerDigits[svar1]], 8, 16,
svar5 + timerDigitLeftPos[svar1],
svar2 = gSaveContext.timerY[svar6], digitWidth[svar1], VREG(42), VREG(43) << 1,
VREG(43) << 1);
// clang-format on
}
}
}
}
if (pauseCtx->debugState == 3) {
FlagSet_Update(globalCtx);
}
if (interfaceCtx->unk_244 != 0) {
gDPPipeSync(OVERLAY_DISP++);
gSPDisplayList(OVERLAY_DISP++, sSetupDL_80125A60);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->unk_244);
gDPFillRectangle(OVERLAY_DISP++, 0, 0, gScreenWidth - 1, gScreenHeight - 1);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_parameter.c", 4269);
}
void Interface_Update(GlobalContext* globalCtx) {
static u8 D_80125B60 = 0;
static s16 sPrevTimeIncrement = 0;
MessageContext* msgCtx = &globalCtx->msgCtx;
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
Player* player = GET_PLAYER(globalCtx);
s16 alpha;
s16 alpha1;
u16 action;
Input* debugInput = &globalCtx->state.input[2];
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHUDMargins", 0) != 0) {
Top_HUD_Margin = CVar_GetS32("gHUDMargin_T", 0);
Left_HUD_Margin = CVar_GetS32("gHUDMargin_L", 0);
Right_HUD_Margin = CVar_GetS32("gHUDMargin_R", 0);
Bottom_HUD_Margin = CVar_GetS32("gHUDMargin_B", 0);
} else {
Top_HUD_Margin = 0;
Left_HUD_Margin = 0;
Right_HUD_Margin = 0;
Bottom_HUD_Margin = 0;
}
if (CHECK_BTN_ALL(debugInput->press.button, BTN_DLEFT)) {
gSaveContext.language = LANGUAGE_ENG;
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
} else if (CHECK_BTN_ALL(debugInput->press.button, BTN_DUP)) {
gSaveContext.language = LANGUAGE_GER;
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
} else if (CHECK_BTN_ALL(debugInput->press.button, BTN_DRIGHT)) {
gSaveContext.language = LANGUAGE_FRA;
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
}
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0)) {
if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
if ((msgCtx->msgMode == MSGMODE_NONE) ||
((msgCtx->msgMode != MSGMODE_NONE) && (globalCtx->sceneNum == SCENE_BOWLING))) {
if (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) {
func_80083108(globalCtx);
}
}
}
}
switch (gSaveContext.unk_13E8) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
alpha = 255 - (gSaveContext.unk_13EC << 5);
if (alpha < 0) {
alpha = 0;
}
func_80082850(globalCtx, alpha);
gSaveContext.unk_13EC++;
if (alpha == 0) {
gSaveContext.unk_13E8 = 0;
}
break;
case 50:
alpha = 255 - (gSaveContext.unk_13EC << 5);
if (alpha < 0) {
alpha = 0;
}
alpha1 = 0xFF - alpha;
if (alpha1 >= 0xFF) {
alpha1 = 0xFF;
}
osSyncPrintf("case 50 : alpha=%d alpha1=%d\n", alpha, alpha1);
func_80082644(globalCtx, alpha1);
if (interfaceCtx->healthAlpha != 255) {
interfaceCtx->healthAlpha = alpha1;
}
if (interfaceCtx->magicAlpha != 255) {
interfaceCtx->magicAlpha = alpha1;
}
switch (globalCtx->sceneNum) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
if (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = alpha1;
} else {
interfaceCtx->minimapAlpha = 170;
}
break;
default:
if (interfaceCtx->minimapAlpha != 255) {
interfaceCtx->minimapAlpha = alpha1;
}
break;
}
gSaveContext.unk_13EC++;
if (alpha1 == 0xFF) {
gSaveContext.unk_13E8 = 0;
}
break;
case 52:
gSaveContext.unk_13E8 = 1;
func_80082850(globalCtx, 0);
gSaveContext.unk_13E8 = 0;
default:
break;
}
Map_Update(globalCtx);
if (gSaveContext.healthAccumulator != 0) {
gSaveContext.healthAccumulator -= 4;
gSaveContext.health += 4;
if ((gSaveContext.health & 0xF) < 4) {
Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
osSyncPrintf("now_life=%d max_life=%d\n", gSaveContext.health, gSaveContext.healthCapacity);
if (gSaveContext.health >= gSaveContext.healthCapacity) {
gSaveContext.health = gSaveContext.healthCapacity;
osSyncPrintf("S_Private.now_life=%d S_Private.max_life=%d\n", gSaveContext.health,
gSaveContext.healthCapacity);
gSaveContext.healthAccumulator = 0;
}
}
HealthMeter_HandleCriticalAlarm(globalCtx);
D_80125A58 = func_8008F2F8(globalCtx);
if (D_80125A58 == 1) {
2022-03-27 21:18:05 -04:00
if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 2 || CVar_GetS32("gSuperTunic", 0) != 0) {
D_80125A58 = 0;
}
} else if ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) {
2022-03-27 21:18:05 -04:00
if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 3 || CVar_GetS32("gSuperTunic", 0) != 0) {
D_80125A58 = 0;
}
}
HealthMeter_Update(globalCtx);
if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {}
if (gSaveContext.rupeeAccumulator != 0) {
if (gSaveContext.rupeeAccumulator > 0) {
if (gSaveContext.rupees < CUR_CAPACITY(UPG_WALLET)) {
gSaveContext.rupeeAccumulator--;
gSaveContext.rupees++;
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
// "Rupee Amount MAX = %d"
osSyncPrintf("ルピー数MAX = %d\n", CUR_CAPACITY(UPG_WALLET));
gSaveContext.rupees = CUR_CAPACITY(UPG_WALLET);
gSaveContext.rupeeAccumulator = 0;
}
} else if (gSaveContext.rupees != 0) {
if (gSaveContext.rupeeAccumulator <= -50) {
gSaveContext.rupeeAccumulator += 10;
gSaveContext.rupees -= 10;
if (gSaveContext.rupees < 0) {
gSaveContext.rupees = 0;
}
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
gSaveContext.rupeeAccumulator++;
gSaveContext.rupees--;
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
} else {
gSaveContext.rupeeAccumulator = 0;
}
}
switch (interfaceCtx->unk_1EC) {
case 1:
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
if (interfaceCtx->unk_1F4 >= 15700.0f) {
interfaceCtx->unk_1F4 = -15700.0f;
interfaceCtx->unk_1EC = 2;
}
break;
case 2:
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
if (interfaceCtx->unk_1F4 >= 0.0f) {
interfaceCtx->unk_1F4 = 0.0f;
interfaceCtx->unk_1EC = 0;
interfaceCtx->unk_1EE = interfaceCtx->unk_1F0;
action = interfaceCtx->unk_1EE;
if ((action == DO_ACTION_MAX) || (action == DO_ACTION_MAX + 1)) {
action = DO_ACTION_NONE;
}
Interface_LoadActionLabel(interfaceCtx, action, 0);
}
break;
case 3:
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
if (interfaceCtx->unk_1F4 >= 15700.0f) {
interfaceCtx->unk_1F4 = -15700.0f;
interfaceCtx->unk_1EC = 2;
}
break;
case 4:
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
if (interfaceCtx->unk_1F4 >= 0.0f) {
interfaceCtx->unk_1F4 = 0.0f;
interfaceCtx->unk_1EC = 0;
interfaceCtx->unk_1EE = interfaceCtx->unk_1F0;
action = interfaceCtx->unk_1EE;
if ((action == DO_ACTION_MAX) || (action == DO_ACTION_MAX + 1)) {
action = DO_ACTION_NONE;
}
Interface_LoadActionLabel(interfaceCtx, action, 0);
}
break;
}
WREG(7) = interfaceCtx->unk_1F4;
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (globalCtx->transitionMode == 0) &&
((globalCtx->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(globalCtx))) {
if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
gSaveContext.unk_13F0 = 8;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("魔法スター─────ト!!!!!!!!!\n"); // "Magic Start!!!!!!!!!"
osSyncPrintf("MAGIC_MAX=%d\n", gSaveContext.magicLevel);
osSyncPrintf("MAGIC_NOW=%d\n", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.unk_13F4);
osSyncPrintf(VT_RST);
}
Interface_UpdateMagicBar(globalCtx);
}
if (gSaveContext.timer1State == 0) {
if (((D_80125A58 == 1) || (D_80125A58 == 2) || (D_80125A58 == 4)) && ((gSaveContext.health >> 1) != 0)) {
gSaveContext.timer1State = 1;
gSaveContext.timerX[0] = 140;
gSaveContext.timerY[0] = 80;
D_80125A5C = 1;
}
} else {
if (((D_80125A58 == 0) || (D_80125A58 == 3)) && (gSaveContext.timer1State < 5)) {
gSaveContext.timer1State = 0;
}
}
if (gSaveContext.minigameState == 1) {
gSaveContext.minigameScore += interfaceCtx->unk_23C;
interfaceCtx->unk_23C = 0;
if (sHBAScoreTier == 0) {
if (gSaveContext.minigameScore >= 1000) {
sHBAScoreTier++;
}
} else if (sHBAScoreTier == 1) {
if (gSaveContext.minigameScore >= 1500) {
sHBAScoreTier++;
}
}
sHBAScoreDigits[0] = sHBAScoreDigits[1] = 0;
sHBAScoreDigits[2] = 0;
sHBAScoreDigits[3] = gSaveContext.minigameScore;
while (sHBAScoreDigits[3] >= 1000) {
sHBAScoreDigits[0]++;
sHBAScoreDigits[3] -= 1000;
}
while (sHBAScoreDigits[3] >= 100) {
sHBAScoreDigits[1]++;
sHBAScoreDigits[3] -= 100;
}
while (sHBAScoreDigits[3] >= 10) {
sHBAScoreDigits[2]++;
sHBAScoreDigits[3] -= 10;
}
}
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
// exit out of ocarina mode after suns song finishes playing
if ((msgCtx->ocarinaAction != OCARINA_ACTION_CHECK_NOWARP_DONE) &&
(gSaveContext.sunsSongState == SUNSSONG_START)) {
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
}
// handle suns song in areas where time moves
if (globalCtx->envCtx.timeIncrement != 0) {
if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
D_80125B60 = 0;
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime <= 0xC001)) {
D_80125B60 = 1;
}
gSaveContext.sunsSongState = SUNSSONG_SPEED_TIME;
sPrevTimeIncrement = gTimeIncrement;
gTimeIncrement = 400;
} else if (D_80125B60 == 0) {
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime <= 0xC001)) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
gTimeIncrement = sPrevTimeIncrement;
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
}
} else if (gSaveContext.dayTime > 0xC001) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
gTimeIncrement = sPrevTimeIncrement;
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
}
} else if ((globalCtx->roomCtx.curRoom.unk_03 != 1) && (interfaceCtx->restrictions.sunsSong != 3)) {
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
gSaveContext.nextDayTime = 0;
globalCtx->fadeTransition = 4;
gSaveContext.nextTransition = 2;
globalCtx->unk_11DE9 = 1;
} else {
gSaveContext.nextDayTime = 0x8001;
globalCtx->fadeTransition = 5;
gSaveContext.nextTransition = 3;
globalCtx->unk_11DE9 = 1;
}
if (globalCtx->sceneNum == SCENE_SPOT13) {
globalCtx->fadeTransition = 14;
gSaveContext.nextTransition = 14;
}
gSaveContext.respawnFlag = -2;
globalCtx->nextEntranceIndex = gSaveContext.entranceIndex;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
func_800F6964(30);
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
} else {
gSaveContext.sunsSongState = SUNSSONG_SPECIAL;
}
}
}