Shipwright/soh/src/code/z_play.c
David Chavez 083ceb4423
Feature: Crowd Control Integration (#1568)
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1df2.

* Revert "few fix and paper Link"

This reverts commit 65e76dcfee.

* Paper Link & few fixes (#28)

* Implement pacifist mode (#30)

* Implement cucco storm (#31)

* Add no UI functionality (#32)

* Enable CrowdControl on windows (#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (#38)

* Check for pause in pacifist and allow button presses (#39)

* Fix Pacifist mode (#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (#42)

* Small stalfos fix (#43)

* Syntax Improvements (#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
2022-09-27 22:41:17 -04:00

2028 lines
75 KiB
C
Raw Blame History

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#include "global.h"
#include "vt.h"
#include <string.h>
#include "soh/Enhancements/gameconsole.h"
#include <libultraship/ImGuiImpl.h>
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/debugconsole.h"
#include <overlays/actors/ovl_En_Niw/z_en_niw.h>
#include <time.h>
void* D_8012D1F0 = NULL;
//UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
TransitionUnk sTrnsnUnk;
s32 gTrnsnUnkState;
VisMono D_80161498;
Color_RGBA8_u32 D_801614B0;
FaultClient D_801614B8;
s16 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 && !gSaveContext.pendingIceTrapCount) {
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 (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_HatchPocketCucco(globalCtx)) {
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;
}
}
u8 PlayerGrounded(Player* player) {
return player->actor.bgCheckFlags & 1;
}
// 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) {
if (globalCtx != NULL) {
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");
}
}
}