#include "global.h" #include "vt.h" #include #include "soh/Enhancements/gameconsole.h" #include #include "soh/frame_interpolation.h" #include void* D_8012D1F0 = NULL; //UNK_TYPE D_8012D1F4 = 0; // unused Input* D_8012D1F8 = NULL; TransitionUnk sTrnsnUnk; s32 gTrnsnUnkState; VisMono D_80161498; Color_RGBA8_u32 D_801614B0; FaultClient D_801614B8; s16 D_801614C8; #if 0 u64 D_801614D0[0xA00]; #endif GlobalContext* gGlobalCtx; void func_800BC450(GlobalContext* globalCtx) { Camera_ChangeDataIdx(GET_ACTIVE_CAM(globalCtx), globalCtx->unk_1242B - 1); } void func_800BC490(GlobalContext* globalCtx, s16 point) { ASSERT(point == 1 || point == 2); globalCtx->unk_1242B = point; if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) { Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); } func_800BC450(globalCtx); } s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1) { return (arg1 == globalCtx->unk_1242B); } // original name: "Game_play_shop_pr_vr_switch_set" void func_800BC590(GlobalContext* globalCtx) { osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n"); if (YREG(15) == 0x10) { globalCtx->unk_1242B = 2; } } void func_800BC5E0(GlobalContext* globalCtx, s32 transitionType) { TransitionContext* transitionCtx = &globalCtx->transitionCtx; memset(transitionCtx,0, sizeof(TransitionContext)); transitionCtx->transitionType = transitionType; if ((transitionCtx->transitionType >> 5) == 1) { transitionCtx->init = TransitionCircle_Init; transitionCtx->destroy = TransitionCircle_Destroy; transitionCtx->start = TransitionCircle_Start; transitionCtx->isDone = TransitionCircle_IsDone; transitionCtx->draw = TransitionCircle_Draw; transitionCtx->update = TransitionCircle_Update; transitionCtx->setType = TransitionCircle_SetType; transitionCtx->setColor = TransitionCircle_SetColor; transitionCtx->setEnvColor = TransitionCircle_SetEnvColor; } else { switch (transitionCtx->transitionType) { case 1: transitionCtx->init = TransitionTriforce_Init; transitionCtx->destroy = TransitionTriforce_Destroy; transitionCtx->start = TransitionTriforce_Start; transitionCtx->isDone = TransitionTriforce_IsDone; transitionCtx->draw = TransitionTriforce_Draw; transitionCtx->update = TransitionTriforce_Update; transitionCtx->setType = TransitionTriforce_SetType; transitionCtx->setColor = TransitionTriforce_SetColor; transitionCtx->setEnvColor = NULL; break; case 0: case 8: transitionCtx->init = TransitionWipe_Init; transitionCtx->destroy = TransitionWipe_Destroy; transitionCtx->start = TransitionWipe_Start; transitionCtx->isDone = TransitionWipe_IsDone; transitionCtx->draw = TransitionWipe_Draw; transitionCtx->update = TransitionWipe_Update; transitionCtx->setType = TransitionWipe_SetType; transitionCtx->setColor = TransitionWipe_SetColor; transitionCtx->setEnvColor = NULL; break; case 2: case 3: case 4: case 5: case 6: case 7: case 13: case 17: case 18: case 19: transitionCtx->init = TransitionFade_Init; transitionCtx->destroy = TransitionFade_Destroy; transitionCtx->start = TransitionFade_Start; transitionCtx->isDone = TransitionFade_IsDone; transitionCtx->draw = TransitionFade_Draw; transitionCtx->update = TransitionFade_Update; transitionCtx->setType = TransitionFade_SetType; transitionCtx->setColor = TransitionFade_SetColor; transitionCtx->setEnvColor = NULL; break; case 9: case 10: globalCtx->transitionMode = 4; break; case 11: globalCtx->transitionMode = 10; break; case 12: globalCtx->transitionMode = 7; break; case 14: globalCtx->transitionMode = 12; break; case 15: globalCtx->transitionMode = 14; break; case 16: globalCtx->transitionMode = 16; break; default: Fault_AddHungupAndCrash(__FILE__, __LINE__); break; } } } void func_800BC88C(GlobalContext* globalCtx) { globalCtx->transitionCtx.transitionType = -1; } Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx) { return Gfx_SetFog2(gfx, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1], globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000); } void Gameplay_Destroy(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; Player* player = GET_PLAYER(globalCtx); globalCtx->state.gfxCtx->callback = NULL; globalCtx->state.gfxCtx->callbackParam = 0; SREG(91) = 0; R_PAUSE_MENU_MODE = 0; PreRender_Destroy(&globalCtx->pauseBgPreRender); Effect_DeleteAll(globalCtx); EffectSs_ClearAll(globalCtx); CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx); if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); gTrnsnUnkState = 0; } if (globalCtx->transitionMode == 3) { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.data); func_800BC88C(globalCtx); globalCtx->transitionMode = 0; } ShrinkWindow_Destroy(); TransitionFade_Destroy(&globalCtx->transitionFade); VisMono_Destroy(&D_80161498); if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) { Inventory_SwapAgeEquipment(); Player_SetEquipmentData(globalCtx, player); } func_80031C3C(&globalCtx->actorCtx, globalCtx); func_80110990(globalCtx); KaleidoScopeCall_Destroy(globalCtx); KaleidoManager_Destroy(); ZeldaArena_Cleanup(); Fault_RemoveClient(&D_801614B8); disableBetaQuest(); gGlobalCtx = NULL; } void GivePlayerRandoRewardSongOfTime(GlobalContext* globalCtx, RandomizerCheck check) { Player* player = GET_PLAYER(globalCtx); if (gSaveContext.entranceIndex == 0x050F && player != NULL && !Player_InBlockingCsMode(globalCtx, player) && !Flags_GetTreasure(globalCtx, 0x1F) && gSaveContext.nextTransition == 0xFF) { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME); GiveItemEntryWithoutActor(globalCtx, getItemEntry); player->pendingFlag.flagID = 0x1F; player->pendingFlag.flagType = FLAG_SCENE_TREASURE; } } void GivePlayerRandoRewardNocturne(GlobalContext* globalCtx, RandomizerCheck check) { Player* player = GET_PLAYER(globalCtx); if ((gSaveContext.entranceIndex == 0x00DB || gSaveContext.entranceIndex == 0x0191 || gSaveContext.entranceIndex == 0x0195) && LINK_IS_ADULT && CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) && CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW); GiveItemEntryWithoutActor(globalCtx, getItemEntry); player->pendingFlag.flagID = 0xAA; player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF; } } void GivePlayerRandoRewardRequiem(GlobalContext* globalCtx, RandomizerCheck check) { Player* player = GET_PLAYER(globalCtx); if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) { if ((gSaveContext.entranceIndex == 0x01E1) && !Flags_GetEventChkInf(0xAC) && player != NULL && !Player_InBlockingCsMode(globalCtx, player)) { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME); GiveItemEntryWithoutActor(globalCtx, getItemEntry); player->pendingFlag.flagID = 0xAC; player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF; } } } void GivePlayerRandoRewardZeldaLightArrowsGift(GlobalContext* globalCtx, RandomizerCheck check) { Player* player = GET_PLAYER(globalCtx); if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) && LINK_IS_ADULT && (gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA) && !Flags_GetTreasure(globalCtx, 0x1E) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) && globalCtx->sceneLoadFlag == 0) { GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT); if (player->pendingFlag.flagType == FLAG_NONE && GiveItemEntryWithoutActor(globalCtx, getItem)) { player->pendingFlag.flagID = 0x1E; player->pendingFlag.flagType = FLAG_SCENE_TREASURE; } } } void GivePlayerRandoRewardSariaGift(GlobalContext* globalCtx, RandomizerCheck check) { Player* player = GET_PLAYER(globalCtx); if (gSaveContext.entranceIndex == 0x05E0) { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_ZELDAS_LULLABY); if (!Flags_GetEventChkInf(0xC1) && player != NULL && !Player_InBlockingCsMode(globalCtx, player)) { GiveItemEntryWithoutActor(globalCtx, getItemEntry); player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF; player->pendingFlag.flagID = 0xC1; } } } void Gameplay_Init(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; enableBetaQuest(); gGlobalCtx = globalCtx; //globalCtx->state.gfxCtx = NULL; uintptr_t zAlloc; uintptr_t zAllocAligned; size_t zAllocSize; Player* player; s32 playerStartCamId; s32 i; u8 tempSetupIndex; s32 pad[2]; // Skip Child Stealth when option is enabled, Zelda's Letter isn't obtained and Impa's reward hasn't been received // eventChkInf[4] & 1 = Got Zelda's Letter // eventChkInf[5] & 0x200 = Got Impa's reward // entranceIndex 0x7A, Castle Courtyard - Day from crawlspace // entranceIndex 0x400, Zelda's Courtyard if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH) && !(gSaveContext.eventChkInf[4] & 1) && !(gSaveContext.eventChkInf[5] & 0x200)) { if (gSaveContext.entranceIndex == 0x7A) { gSaveContext.entranceIndex = 0x400; } } if (gSaveContext.entranceIndex == -1) { gSaveContext.entranceIndex = 0; globalCtx->state.running = false; SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext); return; } SystemArena_Display(); // OTRTODO allocate double the normal amount of memory // This is to avoid some parts of the game, like loading actors, causing OoM // This is potionally unavoidable due to struct size differences, but is x2 the right amount? GameState_Realloc(&globalCtx->state, 0x1D4790 * 2); KaleidoManager_Init(globalCtx); View_Init(&globalCtx->view, gfxCtx); Audio_SetExtraFilter(0); Quake_Init(); for (i = 0; i < ARRAY_COUNT(globalCtx->cameraPtrs); i++) { globalCtx->cameraPtrs[i] = NULL; } Camera_Init(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx); Camera_ChangeStatus(&globalCtx->mainCamera, CAM_STAT_ACTIVE); for (i = 0; i < 3; i++) { Camera_Init(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); Camera_ChangeStatus(&globalCtx->subCameras[i], CAM_STAT_UNK100); } globalCtx->cameraPtrs[MAIN_CAM] = &globalCtx->mainCamera; globalCtx->cameraPtrs[MAIN_CAM]->uid = 0; globalCtx->activeCamera = MAIN_CAM; func_8005AC48(&globalCtx->mainCamera, 0xFF); func_80112098(globalCtx); Message_Init(globalCtx); GameOver_Init(globalCtx); SoundSource_InitAll(globalCtx); Effect_InitContext(globalCtx); EffectSs_InitInfo(globalCtx, 0x55); CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx); AnimationContext_Reset(&globalCtx->animationCtx); func_8006450C(globalCtx, &globalCtx->csCtx); if (gSaveContext.nextCutsceneIndex != 0xFFEF) { gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex; gSaveContext.nextCutsceneIndex = 0xFFEF; } if (gSaveContext.cutsceneIndex == 0xFFFD) { gSaveContext.cutsceneIndex = 0; } if (gSaveContext.nextDayTime != 0xFFFF) { gSaveContext.dayTime = gSaveContext.nextDayTime; gSaveContext.skyboxTime = gSaveContext.nextDayTime; } if (gSaveContext.dayTime > 0xC000 || gSaveContext.dayTime < 0x4555) { gSaveContext.nightFlag = 1; } else { gSaveContext.nightFlag = 0; } Cutscene_HandleConditionalTriggers(globalCtx); if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) { gSaveContext.nayrusLoveTimer = 0; func_800876C8(globalCtx); gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4; } else if (!LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 0; } else if (!LINK_IS_ADULT && !IS_DAY) { gSaveContext.sceneSetupIndex = 1; } else if (LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 2; } else { gSaveContext.sceneSetupIndex = 3; } tempSetupIndex = gSaveContext.sceneSetupIndex; if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT && gSaveContext.sceneSetupIndex < 4) { if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) && CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) { gSaveContext.sceneSetupIndex = 1; } else { gSaveContext.sceneSetupIndex = 0; } } else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT && gSaveContext.sceneSetupIndex < 4) { gSaveContext.sceneSetupIndex = (gSaveContext.eventChkInf[4] & 0x100) ? 3 : 2; } Gameplay_SpawnScene( globalCtx, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene, gEntranceTable[((void)0, gSaveContext.sceneSetupIndex) + ((void)0, gSaveContext.entranceIndex)].spawn); osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex); Cutscene_HandleEntranceTriggers(globalCtx); KaleidoScopeCall_Init(globalCtx); func_801109B0(globalCtx); if (gSaveContext.nextDayTime != 0xFFFF) { if (gSaveContext.nextDayTime == 0x8001) { gSaveContext.totalDays++; gSaveContext.bgsDayCount++; gSaveContext.dogIsLost = true; if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) || Inventory_ReplaceItem(globalCtx, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) { Message_StartTextbox(globalCtx, 0x3066, NULL); } gSaveContext.nextDayTime = 0xFFFE; } else { gSaveContext.nextDayTime = 0xFFFD; } } SREG(91) = -1; R_PAUSE_MENU_MODE = 0; PreRender_Init(&globalCtx->pauseBgPreRender); PreRender_SetValuesSave(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0); PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0); gTrnsnUnkState = 0; globalCtx->transitionMode = 0; if (CVar_GetS32("gSceneTransitions", 255)!= 255){ globalCtx->transitionMode = CVar_GetS32("gSceneTransitions", 0); gSaveContext.nextTransition = CVar_GetS32("gSceneTransitions", 0); globalCtx->fadeTransition = CVar_GetS32("gSceneTransitions", 0); } FrameAdvance_Init(&globalCtx->frameAdvCtx); Rand_Seed((u32)osGetTime()); Matrix_Init(&globalCtx->state); globalCtx->state.main = Gameplay_Main; globalCtx->state.destroy = Gameplay_Destroy; globalCtx->sceneLoadFlag = -0x14; globalCtx->unk_11E16 = 0xFF; globalCtx->unk_11E18 = 0; globalCtx->unk_11DE9 = 0; if (gSaveContext.gameMode != 1) { if (gSaveContext.nextTransition == 0xFF) { globalCtx->fadeTransition = (gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; // Fade In } else { globalCtx->fadeTransition = gSaveContext.nextTransition; gSaveContext.nextTransition = 0xFF; } } else { globalCtx->fadeTransition = 6; } ShrinkWindow_Init(); TransitionFade_Init(&globalCtx->transitionFade); TransitionFade_SetType(&globalCtx->transitionFade, 3); TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(160, 160, 160, 255)); TransitionFade_Start(&globalCtx->transitionFade); VisMono_Init(&D_80161498); D_801614B0.a = 0; Flags_UnsetAllEnv(globalCtx); osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&globalCtx->state.tha)); zAllocSize = THA_GetSize(&globalCtx->state.tha); zAlloc = GAMESTATE_ALLOC_MC(&globalCtx->state, zAllocSize); zAllocAligned = (zAlloc + 8) & ~0xF; ZeldaArena_Init(zAllocAligned, zAllocSize - zAllocAligned + zAlloc); // "Zelda Heap" osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, (s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc)); Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL); func_800304DC(globalCtx, &globalCtx->actorCtx, globalCtx->linkActorEntry); while (!func_800973FC(globalCtx, &globalCtx->roomCtx)) { ; // Empty Loop } player = GET_PLAYER(globalCtx); Camera_InitPlayerSettings(&globalCtx->mainCamera, player); Camera_ChangeMode(&globalCtx->mainCamera, CAM_MODE_NORMAL); // OTRTODO: Bounds check cameraDataList to guard against scenes spawning the player with // an out of bounds background camera index. This requires adding an extra field to the // CollisionHeader struct to save the length of cameraDataList. // Fixes Dodongo's Cavern blue warp crash. { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(&globalCtx->colCtx, BGCHECK_SCENE); // If the player's start cam is out of bounds, set it to 0xFF so it isn't used. if (colHeader != NULL && ((player->actor.params & 0xFF) >= colHeader->cameraDataListLen)) { player->actor.params |= 0xFF; } } playerStartCamId = player->actor.params & 0xFF; if (playerStartCamId != 0xFF) { osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId); Camera_ChangeDataIdx(&globalCtx->mainCamera, playerStartCamId); } if (YREG(15) == 32) { globalCtx->unk_1242B = 2; } else if (YREG(15) == 16) { globalCtx->unk_1242B = 1; } else { globalCtx->unk_1242B = 0; } Interface_SetSceneRestrictions(globalCtx); Environment_PlaySceneSequence(globalCtx); gSaveContext.seqId = globalCtx->sequenceCtx.seqId; gSaveContext.natureAmbienceId = globalCtx->sequenceCtx.natureAmbienceId; func_8002DF18(globalCtx, GET_PLAYER(globalCtx)); AnimationContext_Update(globalCtx, &globalCtx->animationCtx); gSaveContext.respawnFlag = 0; #if 0 if (dREG(95) != 0) { D_8012D1F0 = D_801614D0; osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0); DmaMgr_DmaRomToRam(0x03FEB000, D_8012D1F0, sizeof(D_801614D0)); } #endif } void Gameplay_Update(GlobalContext* globalCtx) { s32 pad1; s32 sp80; Input* input; u32 i; s32 pad2; input = globalCtx->state.input; if ((SREG(1) < 0) || (DREG(0) != 0)) { SREG(1) = 0; ZeldaArena_Display(); } if ((HREG(80) == 18) && (HREG(81) < 0)) { HREG(81) = 0; osSyncPrintf("object_exchange_rom_address %u\n", gObjectTableSize); osSyncPrintf("RomStart RomEnd Size\n"); for (i = 0; i < gObjectTableSize; i++) { ptrdiff_t size = gObjectTable[i].vromEnd - gObjectTable[i].vromStart; osSyncPrintf("%08x-%08x %08x(%8.3fKB)\n", gObjectTable[i].vromStart, gObjectTable[i].vromEnd, size, size / 1024.0f); } osSyncPrintf("\n"); } if ((HREG(81) == 18) && (HREG(82) < 0)) { HREG(82) = 0; ActorOverlayTable_LogPrint(); } if (CVar_GetS32("gFreeCamera", 0) && Player_InCsMode(globalCtx)) { globalCtx->manualCamera = false; } gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); if (FrameAdvance_Update(&globalCtx->frameAdvCtx, &input[1])) { if ((globalCtx->transitionMode == 0) && (globalCtx->sceneLoadFlag != 0)) { globalCtx->transitionMode = 1; } if (gTrnsnUnkState != 0) { switch (gTrnsnUnkState) { case 2: if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == NULL) { osSyncPrintf("fbdemo_init呼出し失敗!\n"); // "fbdemo_init call failed!" gTrnsnUnkState = 0; } else { sTrnsnUnk.zBuffer = (u16*)gZBuffer; gTrnsnUnkState = 3; R_UPDATE_RATE = 1; } break; case 3: func_800B23E8(&sTrnsnUnk); break; } } if (globalCtx->transitionMode) { switch (globalCtx->transitionMode) { case 1: if (globalCtx->sceneLoadFlag != -0x14) { s16 sp6E = 0; Interface_ChangeAlpha(1); if (gSaveContext.cutsceneIndex >= 0xFFF0) { sp6E = (gSaveContext.cutsceneIndex & 0xF) + 4; } if (!(gEntranceTable[globalCtx->nextEntranceIndex + sp6E].field & 0x8000)) { // Continue BGM Off // "Sound initalized. 111" osSyncPrintf("\n\n\nサウンドイニシャル来ました。111"); if ((globalCtx->fadeTransition < 56) && !Environment_IsForcedSequenceDisabled()) { // "Sound initalized. 222" osSyncPrintf("\n\n\nサウンドイニシャル来ました。222"); func_800F6964(0x14); gSaveContext.seqId = (u8)NA_BGM_DISABLED; gSaveContext.natureAmbienceId = NATURE_ID_DISABLED; } } } if (CREG(11) == 0) { func_800BC5E0(globalCtx, globalCtx->fadeTransition); } else { func_800BC5E0(globalCtx, CREG(12)); } if (globalCtx->transitionMode >= 4) { break; } case 2: globalCtx->transitionCtx.init(&globalCtx->transitionCtx.data); if ((globalCtx->transitionCtx.transitionType >> 5) == 1) { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data, globalCtx->transitionCtx.transitionType | 0x80); } gSaveContext.unk_1419 = 14; if ((globalCtx->transitionCtx.transitionType == 8) || (globalCtx->transitionCtx.transitionType == 9)) { gSaveContext.unk_1419 = 28; } gSaveContext.fadeDuration = 60; if ((globalCtx->transitionCtx.transitionType == 4) || (globalCtx->transitionCtx.transitionType == 5)) { gSaveContext.fadeDuration = 20; } else if ((globalCtx->transitionCtx.transitionType == 6) || (globalCtx->transitionCtx.transitionType == 7)) { gSaveContext.fadeDuration = 150; } else if (globalCtx->transitionCtx.transitionType == 17) { gSaveContext.fadeDuration = 2; } if ((globalCtx->transitionCtx.transitionType == 3) || (globalCtx->transitionCtx.transitionType == 5) || (globalCtx->transitionCtx.transitionType == 7) || (globalCtx->transitionCtx.transitionType == 13) || (globalCtx->transitionCtx.transitionType == 17)) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(160, 160, 160, 255)); if (globalCtx->transitionCtx.setEnvColor != NULL) { globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data, RGBA8(160, 160, 160, 255)); } } else if (globalCtx->transitionCtx.transitionType == 18) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(140, 140, 100, 255)); if (globalCtx->transitionCtx.setEnvColor != NULL) { globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data, RGBA8(140, 140, 100, 255)); } } else if (globalCtx->transitionCtx.transitionType == 19) { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(70, 100, 110, 255)); if (globalCtx->transitionCtx.setEnvColor != NULL) { globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data, RGBA8(70, 100, 110, 255)); } } else { globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(0, 0, 0, 0)); if (globalCtx->transitionCtx.setEnvColor != NULL) { globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data, RGBA8(0, 0, 0, 0)); } } if (globalCtx->sceneLoadFlag == -0x14) { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data, 1); } else { globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.data, 2); } globalCtx->transitionCtx.start(&globalCtx->transitionCtx); if (globalCtx->transitionCtx.transitionType == 13) { globalCtx->transitionMode = 11; } else { globalCtx->transitionMode = 3; } break; case 3: if (globalCtx->transitionCtx.isDone(&globalCtx->transitionCtx) != 0) { if (globalCtx->transitionCtx.transitionType >= 56) { if (globalCtx->sceneLoadFlag == -0x14) { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx); func_800BC88C(globalCtx); globalCtx->transitionMode = 0; } } else if (globalCtx->sceneLoadFlag != -0x14) { globalCtx->state.running = 0; if (gSaveContext.gameMode != 2) { SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; if (gSaveContext.minigameState == 1) { gSaveContext.minigameState = 3; } } else { SET_NEXT_GAMESTATE(&globalCtx->state, FileChoose_Init, FileChooseContext); } } else { globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx); func_800BC88C(globalCtx); globalCtx->transitionMode = 0; if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); gTrnsnUnkState = 0; R_UPDATE_RATE = 3; } // Don't autosave in grottos or cutscenes if (CVar_GetS32("gAutosave", 0) && (globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA) && (gSaveContext.cutsceneIndex == 0)) { Gameplay_PerformSave(globalCtx); } } globalCtx->sceneLoadFlag = 0; } else { globalCtx->transitionCtx.update(&globalCtx->transitionCtx.data, R_UPDATE_RATE); } break; } switch (globalCtx->transitionMode) { case 4: D_801614C8 = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 160; globalCtx->envCtx.screenFillColor[1] = 160; globalCtx->envCtx.screenFillColor[2] = 160; if (globalCtx->sceneLoadFlag != -0x14) { globalCtx->envCtx.screenFillColor[3] = 0; globalCtx->transitionMode = 5; } else { globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = 6; } break; case 5: globalCtx->envCtx.screenFillColor[3] = (D_801614C8 / 20.0f) * 255.0f; if (D_801614C8 >= 20 && 1) { globalCtx->state.running = 0; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } else { D_801614C8++; } break; case 6: globalCtx->envCtx.screenFillColor[3] = (1 - D_801614C8 / 20.0f) * 255.0f; if (D_801614C8 >= 20 && 1) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; globalCtx->envCtx.fillScreen = false; } else { D_801614C8++; } break; case 7: D_801614C8 = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 170; globalCtx->envCtx.screenFillColor[1] = 160; globalCtx->envCtx.screenFillColor[2] = 150; if (globalCtx->sceneLoadFlag != -0x14) { globalCtx->envCtx.screenFillColor[3] = 0; globalCtx->transitionMode = 5; } else { globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = 6; } break; case 10: if (globalCtx->sceneLoadFlag != -0x14) { globalCtx->state.running = 0; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } else { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } break; case 11: if (gSaveContext.unk_1410 != 0) { globalCtx->transitionMode = 3; } break; case 12: if (globalCtx->sceneLoadFlag != -0x14) { globalCtx->envCtx.sandstormState = 1; globalCtx->transitionMode = 13; } else { globalCtx->envCtx.sandstormState = 2; globalCtx->envCtx.sandstormPrimA = 255; globalCtx->envCtx.sandstormEnvA = 255; globalCtx->transitionMode = 13; } break; case 13: Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); if (globalCtx->sceneLoadFlag == -0x14) { if (globalCtx->envCtx.sandstormPrimA < 110) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } } else { if (globalCtx->envCtx.sandstormEnvA == 255) { globalCtx->state.running = 0; SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } } break; case 14: if (globalCtx->sceneLoadFlag == -0x14) { globalCtx->envCtx.sandstormState = 4; globalCtx->envCtx.sandstormPrimA = 255; globalCtx->envCtx.sandstormEnvA = 255; // "It's here!!!!!!!!!" LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!"); globalCtx->transitionMode = 15; } else { globalCtx->transitionMode = 12; } break; case 15: Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); if (globalCtx->sceneLoadFlag == -0x14) { if (globalCtx->envCtx.sandstormPrimA <= 0) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } } break; case 16: D_801614C8 = 0; globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = 0; globalCtx->envCtx.screenFillColor[1] = 0; globalCtx->envCtx.screenFillColor[2] = 0; globalCtx->envCtx.screenFillColor[3] = 255; globalCtx->transitionMode = 17; break; case 17: if (gSaveContext.unk_1410 != 0) { globalCtx->envCtx.screenFillColor[3] = gSaveContext.unk_1410; if (gSaveContext.unk_1410 < 0x65) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; globalCtx->sceneLoadFlag = 0; globalCtx->transitionMode = 0; } } break; } } if (1 && HREG(63)) { LOG_NUM("1", 1); } if (1 && (gTrnsnUnkState != 3)) { if (1 && HREG(63)) { LOG_NUM("1", 1); } if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE)) { KaleidoSetup_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1); } sp80 = (globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0); if (1 && HREG(63)) { LOG_NUM("1", 1); } AnimationContext_Reset(&globalCtx->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } Object_UpdateBank(&globalCtx->objectCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } if ((sp80 == 0) && (IREG(72) == 0)) { if (1 && HREG(63)) { LOG_NUM("1", 1); } globalCtx->gameplayFrames++; func_800AA178(1); if (globalCtx->actorCtx.freezeFlashTimer && (globalCtx->actorCtx.freezeFlashTimer-- < 5)) { osSyncPrintf("FINISH=%d\n", globalCtx->actorCtx.freezeFlashTimer); if ((globalCtx->actorCtx.freezeFlashTimer > 0) && ((globalCtx->actorCtx.freezeFlashTimer % 2) != 0)) { globalCtx->envCtx.fillScreen = true; globalCtx->envCtx.screenFillColor[0] = globalCtx->envCtx.screenFillColor[1] = globalCtx->envCtx.screenFillColor[2] = 150; globalCtx->envCtx.screenFillColor[3] = 80; } else { globalCtx->envCtx.fillScreen = false; } } else { if (1 && HREG(63)) { LOG_NUM("1", 1); } func_800973FC(globalCtx, &globalCtx->roomCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } CollisionCheck_AT(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } CollisionCheck_OC(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } CollisionCheck_Damage(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } CollisionCheck_ClearContext(globalCtx, &globalCtx->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } if (globalCtx->unk_11DE9 == 0) { Actor_UpdateAll(globalCtx, &globalCtx->actorCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1); } func_80064558(globalCtx, &globalCtx->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } func_800645A0(globalCtx, &globalCtx->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } Effect_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } EffectSs_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } } } else { func_800AA178(0); } if (1 && HREG(63)) { LOG_NUM("1", 1); } func_80095AA0(globalCtx, &globalCtx->roomCtx.curRoom, &input[1], 0); if (1 && HREG(63)) { LOG_NUM("1", 1); } func_80095AA0(globalCtx, &globalCtx->roomCtx.prevRoom, &input[1], 1); if (1 && HREG(63)) { LOG_NUM("1", 1); } if (globalCtx->unk_1242B != 0) { if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) { if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { // "Changing viewpoint is prohibited due to the kaleidoscope" osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST); } else if (Player_InCsMode(globalCtx)) { // "Changing viewpoint is prohibited during the cutscene" osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST); } else if (YREG(15) == 0x10) { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); } else { func_800BC490(globalCtx, globalCtx->unk_1242B ^ 3); } } func_800BC450(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1); } SkyboxDraw_Update(&globalCtx->skyboxCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { if (1 && HREG(63)) { LOG_NUM("1", 1); } KaleidoScopeCall_Update(globalCtx); } else if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { if (1 && HREG(63)) { LOG_NUM("1", 1); } GameOver_Update(globalCtx); } else { if (1 && HREG(63)) { LOG_NUM("1", 1); } Message_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1); } if (1 && HREG(63)) { LOG_NUM("1", 1); } Interface_Update(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } AnimationContext_Update(globalCtx, &globalCtx->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } SoundSource_UpdateAll(globalCtx); if (1 && HREG(63)) { LOG_NUM("1", 1); } ShrinkWindow_Update(R_UPDATE_RATE); if (1 && HREG(63)) { LOG_NUM("1", 1); } TransitionFade_Update(&globalCtx->transitionFade, R_UPDATE_RATE); } else { goto skip; } } if (1 && HREG(63)) { LOG_NUM("1", 1); } skip: if (1 && HREG(63)) { LOG_NUM("1", 1); } if ((sp80 == 0) || (gDbgCamEnabled)) { s32 pad3[5]; s32 i; globalCtx->nextCamera = globalCtx->activeCamera; if (1 && HREG(63)) { LOG_NUM("1", 1); } for (i = 0; i < NUM_CAMS; i++) { if ((i != globalCtx->nextCamera) && (globalCtx->cameraPtrs[i] != NULL)) { if (1 && HREG(63)) { LOG_NUM("1", 1); } Camera_Update(globalCtx->cameraPtrs[i]); } } Camera_Update(globalCtx->cameraPtrs[globalCtx->nextCamera]); if (1 && HREG(63)) { LOG_NUM("1", 1); } } if (1 && HREG(63)) { LOG_NUM("1", 1); } Environment_Update(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx, &globalCtx->gameOverCtx, globalCtx->state.gfxCtx); if (gSaveContext.n64ddFlag) { GivePlayerRandoRewardSariaGift(globalCtx, RC_LW_GIFT_FROM_SARIA); GivePlayerRandoRewardSongOfTime(globalCtx, RC_SONG_FROM_OCARINA_OF_TIME); GivePlayerRandoRewardZeldaLightArrowsGift(globalCtx, RC_TOT_LIGHT_ARROWS_CUTSCENE); GivePlayerRandoRewardNocturne(globalCtx, RC_SHEIK_IN_KAKARIKO); GivePlayerRandoRewardRequiem(globalCtx, RC_SHEIK_AT_COLOSSUS); } } void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) { if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { KaleidoScopeCall_Draw(globalCtx); } if (gSaveContext.gameMode == 0) { Interface_Draw(globalCtx); } Message_Draw(globalCtx); if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { GameOver_FadeInLights(globalCtx); } } void Gameplay_Draw(GlobalContext* globalCtx) { GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; Lights* sp228; Vec3f sp21C; OPEN_DISPS(gfxCtx); gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); gSPSegment(POLY_OPA_DISP++, 0x00, NULL); gSPSegment(POLY_XLU_DISP++, 0x00, NULL); gSPSegment(OVERLAY_DISP++, 0x00, NULL); gSPSegment(POLY_OPA_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(POLY_XLU_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(OVERLAY_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); gSPSegment(POLY_OPA_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(POLY_XLU_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(OVERLAY_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); gSPSegment(POLY_OPA_DISP++, 0x02, globalCtx->sceneSegment); gSPSegment(POLY_XLU_DISP++, 0x02, globalCtx->sceneSegment); gSPSegment(OVERLAY_DISP++, 0x02, globalCtx->sceneSegment); func_80095248(gfxCtx, 0, 0, 0); if ((HREG(80) != 10) || (HREG(82) != 0)) { POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP); POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP); POLY_KAL_DISP = Gameplay_SetFog(globalCtx, POLY_KAL_DISP); func_800AA460(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.fogFar); func_800AAA50(&globalCtx->view, 15); // The billboard matrix temporarily stores the viewing matrix Matrix_MtxToMtxF(&globalCtx->view.viewing, &globalCtx->billboardMtxF); Matrix_MtxToMtxF(&globalCtx->view.projection, &globalCtx->viewProjectionMtxF); Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); // The billboard is still a viewing matrix at this stage Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY); Matrix_Get(&globalCtx->viewProjectionMtxF); globalCtx->billboardMtxF.mf[0][3] = globalCtx->billboardMtxF.mf[1][3] = globalCtx->billboardMtxF.mf[2][3] = globalCtx->billboardMtxF.mf[3][0] = globalCtx->billboardMtxF.mf[3][1] = globalCtx->billboardMtxF.mf[3][2] = 0.0f; // This transpose is where the viewing matrix is properly converted into a billboard matrix Matrix_Transpose(&globalCtx->billboardMtxF); globalCtx->billboardMtx = Matrix_MtxFToMtx(MATRIX_CHECKFLOATS(&globalCtx->billboardMtxF), Graph_Alloc(gfxCtx, sizeof(Mtx))); gSPSegment(POLY_OPA_DISP++, 0x01, globalCtx->billboardMtx); if ((HREG(80) != 10) || (HREG(92) != 0)) { Gfx* gfxP; Gfx* sp1CC = POLY_OPA_DISP; gfxP = Graph_GfxPlusOne(sp1CC); gSPDisplayList(OVERLAY_DISP++, gfxP); gsSPGrayscale(gfxP++, false); if ((globalCtx->transitionMode == 3) || (globalCtx->transitionMode == 11) || (globalCtx->transitionCtx.transitionType >= 56)) { View view; View_Init(&view, gfxCtx); view.flags = 2 | 8; SET_FULLSCREEN_VIEWPORT(&view); func_800AB9EC(&view, 15, &gfxP); globalCtx->transitionCtx.draw(&globalCtx->transitionCtx.data, &gfxP); } TransitionFade_Draw(&globalCtx->transitionFade, &gfxP); if (D_801614B0.a > 0) { gsDPSetGrayscaleColor(gfxP++, D_801614B0.r, D_801614B0.g, D_801614B0.b, D_801614B0.a); gsSPGrayscale(gfxP++, true); } gSPEndDisplayList(gfxP++); Graph_BranchDlist(sp1CC, gfxP); POLY_OPA_DISP = gfxP; } if (gTrnsnUnkState == 3) { Gfx* sp88 = POLY_OPA_DISP; TransitionUnk_Draw(&sTrnsnUnk, &sp88); POLY_OPA_DISP = sp88; goto Gameplay_Draw_DrawOverlayElements; } else { PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer); if (R_PAUSE_MENU_MODE == 2) { MsgEvent_SendNullTask(); PreRender_Calc(&globalCtx->pauseBgPreRender); R_PAUSE_MENU_MODE = 3; } else if (R_PAUSE_MENU_MODE >= 4) { R_PAUSE_MENU_MODE = 0; } if (R_PAUSE_MENU_MODE == 3) { Gfx* sp84 = POLY_OPA_DISP; //func_800C24BC(&globalCtx->pauseBgPreRender, &sp84); POLY_OPA_DISP = sp84; //goto Gameplay_Draw_DrawOverlayElements; } //else { s32 sp80; if ((HREG(80) != 10) || (HREG(83) != 0)) { if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) { if ((globalCtx->skyboxId == SKYBOX_NORMAL_SKY) || (globalCtx->skyboxId == SKYBOX_CUTSCENE_MAP)) { Environment_UpdateSkybox(globalCtx, globalCtx->skyboxId, &globalCtx->envCtx, &globalCtx->skyboxCtx); SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, globalCtx->envCtx.skyboxBlend, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } else if (globalCtx->skyboxCtx.unk_140 == 0) { SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } } } if ((HREG(80) != 10) || (HREG(90) & 2)) { if (!globalCtx->envCtx.sunMoonDisabled) { Environment_DrawSunAndMoon(globalCtx); } } if ((HREG(80) != 10) || (HREG(90) & 1)) { Environment_DrawSkyboxFilters(globalCtx); } if ((HREG(80) != 10) || (HREG(90) & 4)) { Environment_UpdateLightningStrike(globalCtx); Environment_DrawLightning(globalCtx, 0); } if ((HREG(80) != 10) || (HREG(90) & 8)) { sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx); Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL); Lights_Draw(sp228, gfxCtx); } if ((HREG(80) != 10) || (HREG(84) != 0)) { if (VREG(94) == 0) { if (HREG(80) != 10) { sp80 = 3; } else { sp80 = HREG(84); } Scene_Draw(globalCtx); Room_Draw(globalCtx, &globalCtx->roomCtx.curRoom, sp80 & 3); Room_Draw(globalCtx, &globalCtx->roomCtx.prevRoom, sp80 & 3); } } if ((HREG(80) != 10) || (HREG(83) != 0)) { if ((globalCtx->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(globalCtx)->setting != CAM_SET_PREREND_FIXED)) { Vec3f sp74; Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(globalCtx)); SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, globalCtx->view.eye.x + sp74.x, globalCtx->view.eye.y + sp74.y, globalCtx->view.eye.z + sp74.z); } } if (globalCtx->envCtx.unk_EE[1] != 0) { Environment_DrawRain(globalCtx, &globalCtx->view, gfxCtx); } if ((HREG(80) != 10) || (HREG(84) != 0)) { Environment_FillScreen(gfxCtx, 0, 0, 0, globalCtx->unk_11E18, FILL_SCREEN_OPA); } if ((globalCtx->pauseCtx.state != 0) && (HREG(80) != 10) || (HREG(89) != 0)) { Gameplay_DrawOverlayElements(globalCtx); } if ((HREG(80) != 10) || (HREG(85) != 0)) { func_800315AC(globalCtx, &globalCtx->actorCtx); } if ((HREG(80) != 10) || (HREG(86) != 0)) { if (!globalCtx->envCtx.sunMoonDisabled) { sp21C.x = globalCtx->view.eye.x + globalCtx->envCtx.sunPos.x; sp21C.y = globalCtx->view.eye.y + globalCtx->envCtx.sunPos.y; sp21C.z = globalCtx->view.eye.z + globalCtx->envCtx.sunPos.z; Environment_DrawSunLensFlare(globalCtx, &globalCtx->envCtx, &globalCtx->view, gfxCtx, sp21C, 0); } Environment_DrawCustomLensFlare(globalCtx); } if ((HREG(80) != 10) || (HREG(87) != 0)) { if (MREG(64) != 0) { Environment_FillScreen(gfxCtx, MREG(65), MREG(66), MREG(67), MREG(68), FILL_SCREEN_OPA | FILL_SCREEN_XLU); } switch (globalCtx->envCtx.fillScreen) { case 1: Environment_FillScreen( gfxCtx, globalCtx->envCtx.screenFillColor[0], globalCtx->envCtx.screenFillColor[1], globalCtx->envCtx.screenFillColor[2], globalCtx->envCtx.screenFillColor[3], FILL_SCREEN_OPA | FILL_SCREEN_XLU); break; default: break; } } if ((HREG(80) != 10) || (HREG(88) != 0)) { if (globalCtx->envCtx.sandstormState != 0) { Environment_DrawSandstorm(globalCtx, globalCtx->envCtx.sandstormState); } } if ((HREG(80) != 10) || (HREG(93) != 0)) { DebugDisplay_DrawObjects(globalCtx); } if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) { Gfx* sp70 = OVERLAY_DISP; globalCtx->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer; globalCtx->pauseBgPreRender.fbufSave = (u16*)gZBuffer; func_800C1F20(&globalCtx->pauseBgPreRender, &sp70); if (R_PAUSE_MENU_MODE == 1) { globalCtx->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer; func_800C20B4(&globalCtx->pauseBgPreRender, &sp70); R_PAUSE_MENU_MODE = 2; } else { gTrnsnUnkState = 2; } OVERLAY_DISP = sp70; globalCtx->unk_121C7 = 2; SREG(33) |= 1; } else if (R_PAUSE_MENU_MODE != 3) { Gameplay_Draw_DrawOverlayElements: if ((HREG(80) != 10) || (HREG(89) != 0)) { Gameplay_DrawOverlayElements(globalCtx); } } } } } if (globalCtx->view.unk_124 != 0) { Camera_Update(GET_ACTIVE_CAM(globalCtx)); func_800AB944(&globalCtx->view); globalCtx->view.unk_124 = 0; if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) { SkyboxDraw_UpdateMatrix(&globalCtx->skyboxCtx, globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); } } Camera_Finish(GET_ACTIVE_CAM(globalCtx)); { Gfx* prevDisplayList = POLY_OPA_DISP; Gfx* gfxP = Graph_GfxPlusOne(POLY_OPA_DISP); gSPDisplayList(OVERLAY_DISP++, gfxP); gSPEndDisplayList(gfxP++); Graph_BranchDlist(prevDisplayList, gfxP); POLY_OPA_DISP = gfxP; } CLOSE_DISPS(gfxCtx); } time_t Gameplay_GetRealTime() { time_t t1, t2; struct tm* tms; time(&t1); tms = localtime(&t1); tms->tm_hour = 0; tms->tm_min = 0; tms->tm_sec = 0; t2 = mktime(tms); return t1 - t2; } void Gameplay_Main(GameState* thisx) { GlobalContext* globalCtx = (GlobalContext*)thisx; if (CVar_GetS32("gCheatEasyPauseBufferFrameAdvance", 0)) { CVar_SetS32("gCheatEasyPauseBufferFrameAdvance", CVar_GetS32("gCheatEasyPauseBufferFrameAdvance", 0) - 1); } if (CVar_GetS32("gPauseBufferBlockInputFrame", 0)) { CVar_SetS32("gPauseBufferBlockInputFrame", CVar_GetS32("gPauseBufferBlockInputFrame", 0) - 1); } D_8012D1F8 = &globalCtx->state.input[0]; DebugDisplay_Init(); if (1 && HREG(63)) { LOG_NUM("1", 1); } if ((HREG(80) == 10) && (HREG(94) != 10)) { HREG(81) = 1; HREG(82) = 1; HREG(83) = 1; HREG(84) = 3; HREG(85) = 1; HREG(86) = 1; HREG(87) = 1; HREG(88) = 1; HREG(89) = 1; HREG(90) = 15; HREG(91) = 1; HREG(92) = 1; HREG(93) = 1; HREG(94) = 10; } if ((HREG(80) != 10) || (HREG(81) != 0)) { Gameplay_Update(globalCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1); } FrameInterpolation_StartRecord(); Gameplay_Draw(globalCtx); FrameInterpolation_StopRecord(); if (1 && HREG(63)) { LOG_NUM("1", 1); } if (CVar_GetS32("gTimeSync", 0)) { const int maxRealDaySeconds = 86400; const int maxInGameDayTicks = 65536; int secs = (int)Gameplay_GetRealTime(); float percent = (float)secs / (float)maxRealDaySeconds; int newIngameTime = maxInGameDayTicks * percent; gSaveContext.dayTime = newIngameTime; } } // original name: "Game_play_demo_mode_check" s32 Gameplay_InCsMode(GlobalContext* globalCtx) { return (globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx); } f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) { CollisionPoly poly; f32 temp1; f32 temp2; f32 temp3; f32 floorY; f32 nx; f32 ny; f32 nz; s32 pad[5]; floorY = BgCheck_AnyRaycastFloor1(&globalCtx->colCtx, &poly, vec); if (floorY > BGCHECK_Y_MIN) { nx = COLPOLY_GET_NORMAL(poly.normal.x); ny = COLPOLY_GET_NORMAL(poly.normal.y); nz = COLPOLY_GET_NORMAL(poly.normal.z); temp1 = sqrtf(1.0f - SQ(nx)); if (temp1 != 0.0f) { temp2 = ny * temp1; temp3 = -nz * temp1; } else { temp3 = 0.0f; temp2 = 0.0f; } mf->xx = temp1; mf->yx = -nx * temp2; mf->zx = nx * temp3; mf->xy = nx; mf->yy = ny; mf->zy = nz; mf->yz = temp3; mf->zz = temp2; mf->wx = 0.0f; mf->wy = 0.0f; mf->xz = 0.0f; mf->wz = 0.0f; mf->xw = vec->x; mf->yw = floorY; mf->zw = vec->z; mf->ww = 1.0f; } else { mf->xy = 0.0f; mf->zx = 0.0f; mf->yx = 0.0f; mf->xx = 0.0f; mf->wz = 0.0f; mf->xz = 0.0f; mf->wy = 0.0f; mf->wx = 0.0f; mf->zz = 0.0f; mf->yz = 0.0f; mf->zy = 0.0f; mf->yy = 1.0f; mf->xw = vec->x; mf->yw = vec->y; mf->zw = vec->z; mf->ww = 1.0f; } return floorY; } void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file) { size_t size; void* allocp; size = file->vromEnd - file->vromStart; allocp = GAMESTATE_ALLOC_MC(&globalCtx->state, size); DmaMgr_SendRequest1(allocp, file->vromStart, size, __FILE__, __LINE__); return allocp; } void Gameplay_InitEnvironment(GlobalContext* globalCtx, s16 skyboxId) { Skybox_Init(&globalCtx->state, &globalCtx->skyboxCtx, skyboxId); Environment_Init(globalCtx, &globalCtx->envCtx, 0); } void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) { globalCtx->curSpawn = spawn; globalCtx->linkActorEntry = NULL; globalCtx->unk_11DFC = NULL; globalCtx->setupEntranceList = NULL; globalCtx->setupExitList = NULL; globalCtx->cUpElfMsgs = NULL; globalCtx->setupPathList = NULL; globalCtx->numSetupActors = 0; Object_InitBank(globalCtx, &globalCtx->objectCtx); LightContext_Init(globalCtx, &globalCtx->lightCtx); TransitionActor_InitContext(&globalCtx->state, &globalCtx->transiActorCtx); func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom); YREG(15) = 0; gSaveContext.worldMapArea = 0; Scene_ExecuteCommands(globalCtx, globalCtx->sceneSegment); Gameplay_InitEnvironment(globalCtx, globalCtx->skyboxId); } void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) { OTRGameplay_SpawnScene(globalCtx, sceneNum, spawn); } void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest) { f32 temp; Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); Matrix_MultVec3f(src, dest); temp = globalCtx->viewProjectionMtxF.ww + (globalCtx->viewProjectionMtxF.wx * src->x + globalCtx->viewProjectionMtxF.wy * src->y + globalCtx->viewProjectionMtxF.wz * src->z); dest->x = 160.0f + ((dest->x / temp) * 160.0f); dest->y = 120.0f + ((dest->y / temp) * 120.0f); } s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) { s16 i; for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) { if (globalCtx->cameraPtrs[i] == NULL) { break; } } if (i == NUM_CAMS) { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST); return SUBCAM_NONE; } osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL( CYAN) " " VT_RST "\n", i); globalCtx->cameraPtrs[i] = &globalCtx->subCameras[i - SUBCAM_FIRST]; Camera_Init(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); globalCtx->cameraPtrs[i]->thisIdx = i; return i; } s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx) { return globalCtx->activeCamera; } s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status) { s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; if (status == CAM_STAT_ACTIVE) { globalCtx->activeCamera = camIdx; } return Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status); } void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) { s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; if (camIdx == MAIN_CAM) { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST); } if (globalCtx->cameraPtrs[camIdx] != NULL) { Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], CAM_STAT_UNK100); globalCtx->cameraPtrs[camIdx] = NULL; osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " clear sub camera [%d] " VT_BGCOL( CYAN) " " VT_RST "\n", camIdx); } else { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: camera No.%d already cleared\n" VT_RST, camIdx); } } void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx) { s16 i; for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) { if (globalCtx->cameraPtrs[i] != NULL) { Gameplay_ClearCamera(globalCtx, i); } } globalCtx->activeCamera = MAIN_CAM; } Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId) { s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; return globalCtx->cameraPtrs[camIdx]; } s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye) { s32 ret = 0; s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); ret <<= 1; ret |= Camera_SetParam(camera, 2, eye); camera->dist = Math3D_Vec3f_DistXYZ(at, eye); player = camera->player; if (player != NULL) { camera->posOffset.x = at->x - player->actor.world.pos.x; camera->posOffset.y = at->y - player->actor.world.pos.y; camera->posOffset.z = at->z - player->actor.world.pos.z; } else { camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f; } camera->atLERPStepScale = 0.01f; return ret; } s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) { s32 ret = 0; s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); ret <<= 1; ret |= Camera_SetParam(camera, 2, eye); ret <<= 1; ret |= Camera_SetParam(camera, 4, up); camera->dist = Math3D_Vec3f_DistXYZ(at, eye); player = camera->player; if (player != NULL) { camera->posOffset.x = at->x - player->actor.world.pos.x; camera->posOffset.y = at->y - player->actor.world.pos.y; camera->posOffset.z = at->z - player->actor.world.pos.z; } else { camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f; } camera->atLERPStepScale = 0.01f; return ret; } s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov) { s32 ret = Camera_SetParam(globalCtx->cameraPtrs[camId], 0x20, &fov) & 1; return ret; } s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll) { s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; Camera* camera = globalCtx->cameraPtrs[camIdx]; camera->roll = roll; return 1; } void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 camId1, s16 camId2) { s16 camIdx2 = (camId2 == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId2; s16 camIdx1 = (camId1 == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId1; Camera_Copy(globalCtx->cameraPtrs[camIdx1], globalCtx->cameraPtrs[camIdx2]); } s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting) { Camera* camera; s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; camera = globalCtx->cameraPtrs[camIdx]; Camera_InitPlayerSettings(camera, player); return Camera_ChangeSetting(camera, setting); } s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting) { return Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, camId), setting); } void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) { s16 camIdx = (camId == SUBCAM_ACTIVE) ? globalCtx->activeCamera : camId; s16 i; Gameplay_ClearCamera(globalCtx, camIdx); for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) { if (globalCtx->cameraPtrs[i] != NULL) { osSyncPrintf( VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST, i); Gameplay_ClearCamera(globalCtx, i); } } if (arg2 <= 0) { Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE); globalCtx->cameraPtrs[MAIN_CAM]->childCamIdx = globalCtx->cameraPtrs[MAIN_CAM]->parentCamIdx = SUBCAM_FREE; } else { OnePointCutscene_Init(globalCtx, 1020, arg2, NULL, MAIN_CAM); } } s16 Gameplay_CameraGetUID(GlobalContext* globalCtx, s16 camId) { Camera* camera = globalCtx->cameraPtrs[camId]; if (camera != NULL) { return camera->uid; } else { return -1; } } s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) { Camera* camera = globalCtx->cameraPtrs[camId]; if (camera != NULL) { return 0; } else if (camera->uid != arg2) { return 0; } else if (camera->status != CAM_STAT_ACTIVE) { return 2; } else { return 1; } } void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) { SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum]; savedSceneFlags->chest = globalCtx->actorCtx.flags.chest; savedSceneFlags->swch = globalCtx->actorCtx.flags.swch; savedSceneFlags->clear = globalCtx->actorCtx.flags.clear; savedSceneFlags->collect = globalCtx->actorCtx.flags.collect; } void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw) { RespawnData* respawnData = &gSaveContext.respawn[respawnMode]; respawnData->entranceIndex = entranceIndex; respawnData->roomIndex = roomIndex; respawnData->pos = *pos; respawnData->yaw = yaw; respawnData->playerParams = playerParams; respawnData->tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; respawnData->tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; } void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams) { Player* player = GET_PLAYER(globalCtx); s32 entranceIndex; s8 roomIndex; if ((globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA)) { roomIndex = globalCtx->roomCtx.curRoom.num; entranceIndex = gSaveContext.entranceIndex; Gameplay_SetRespawnData(globalCtx, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos, player->actor.shape.rot.y); } } void Gameplay_TriggerVoidOut(GlobalContext* globalCtx) { gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; gSaveContext.respawnFlag = 1; globalCtx->sceneLoadFlag = 0x14; globalCtx->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex; globalCtx->fadeTransition = 2; } void Gameplay_LoadToLastEntrance(GlobalContext* globalCtx) { gSaveContext.respawnFlag = -1; globalCtx->sceneLoadFlag = 0x14; if ((globalCtx->sceneNum == SCENE_GANON_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) || (globalCtx->sceneNum == SCENE_GANONTIKA_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_DEMO)) { globalCtx->nextEntranceIndex = 0x043F; Item_Give(globalCtx, ITEM_SWORD_MASTER); } else if ((gSaveContext.entranceIndex == 0x028A) || (gSaveContext.entranceIndex == 0x028E) || (gSaveContext.entranceIndex == 0x0292) || (gSaveContext.entranceIndex == 0x0476)) { globalCtx->nextEntranceIndex = 0x01F9; } else { globalCtx->nextEntranceIndex = gSaveContext.entranceIndex; } globalCtx->fadeTransition = 2; } void Gameplay_TriggerRespawn(GlobalContext* globalCtx) { Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF); Gameplay_LoadToLastEntrance(globalCtx); } s32 func_800C0CB8(GlobalContext* globalCtx) { return (globalCtx->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) && (YREG(15) != 0x40) && (globalCtx->sceneNum != SCENE_HAIRAL_NIWA); } s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx) { return !!globalCtx->frameAdvCtx.enabled; } s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) { TransitionActorEntry* transitionActor; s32 frontRoom; if (actor->category != ACTORCAT_DOOR) { return 0; } transitionActor = &globalCtx->transiActorCtx.list[(u16)actor->params >> 10]; frontRoom = transitionActor->sides[0].room; if (frontRoom == transitionActor->sides[1].room) { return 0; } if (frontRoom == actor->room) { *yaw = actor->shape.rot.y; } else { *yaw = actor->shape.rot.y + 0x8000; } return 1; } s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) { WaterBox* waterBox; CollisionPoly* poly; Vec3f waterSurfacePos; s32 bgId; waterSurfacePos = *pos; if (WaterBox_GetSurface1(globalCtx, &globalCtx->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y, &waterBox) == true && pos->y < waterSurfacePos.y && BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { return true; } else { return false; } } void Gameplay_PerformSave(GlobalContext* globalCtx) { Gameplay_SaveSceneFlags(globalCtx); gSaveContext.savedSceneNum = globalCtx->sceneNum; if (gSaveContext.temporaryWeapon) { gSaveContext.equips.buttonItems[0] = ITEM_NONE; GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE; Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE); Save_SaveFile(); gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI; GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI; Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI); } else { Save_SaveFile(); } if (CVar_GetS32("gAutosave", 0)) { Overlay_DisplayText(3.0f, "Game Saved"); } }