mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-11 12:05:09 -05:00
c23457d666
* Automatically save after every scene transition * Refactor and don't save in grottos * Don't save in cutscenes * Save after getting items as well * Fix paren
1996 lines
74 KiB
C
1996 lines
74 KiB
C
#include "global.h"
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#include "vt.h"
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#include <string.h>
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#include "soh/Enhancements/gameconsole.h"
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#include "../libultraship/ImGuiImpl.h"
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#include "soh/frame_interpolation.h"
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#include <time.h>
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void* D_8012D1F0 = NULL;
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//UNK_TYPE D_8012D1F4 = 0; // unused
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Input* D_8012D1F8 = NULL;
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TransitionUnk sTrnsnUnk;
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s32 gTrnsnUnkState;
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VisMono D_80161498;
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Color_RGBA8_u32 D_801614B0;
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FaultClient D_801614B8;
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s16 D_801614C8;
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#if 0
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u64 D_801614D0[0xA00];
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#endif
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GlobalContext* gGlobalCtx;
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void func_800BC450(GlobalContext* globalCtx) {
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Camera_ChangeDataIdx(GET_ACTIVE_CAM(globalCtx), globalCtx->unk_1242B - 1);
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}
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void func_800BC490(GlobalContext* globalCtx, s16 point) {
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ASSERT(point == 1 || point == 2);
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globalCtx->unk_1242B = point;
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if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4,
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&D_801333E0, &D_801333E0, &D_801333E8);
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}
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func_800BC450(globalCtx);
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}
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s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1) {
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return (arg1 == globalCtx->unk_1242B);
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}
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// original name: "Game_play_shop_pr_vr_switch_set"
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void func_800BC590(GlobalContext* globalCtx) {
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osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
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if (YREG(15) == 0x10) {
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globalCtx->unk_1242B = 2;
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}
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}
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void func_800BC5E0(GlobalContext* globalCtx, s32 transitionType) {
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TransitionContext* transitionCtx = &globalCtx->transitionCtx;
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memset(transitionCtx,0, sizeof(TransitionContext));
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transitionCtx->transitionType = transitionType;
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if ((transitionCtx->transitionType >> 5) == 1) {
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transitionCtx->init = TransitionCircle_Init;
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transitionCtx->destroy = TransitionCircle_Destroy;
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transitionCtx->start = TransitionCircle_Start;
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transitionCtx->isDone = TransitionCircle_IsDone;
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transitionCtx->draw = TransitionCircle_Draw;
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transitionCtx->update = TransitionCircle_Update;
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transitionCtx->setType = TransitionCircle_SetType;
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transitionCtx->setColor = TransitionCircle_SetColor;
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transitionCtx->setEnvColor = TransitionCircle_SetEnvColor;
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} else {
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switch (transitionCtx->transitionType) {
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case 1:
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transitionCtx->init = TransitionTriforce_Init;
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transitionCtx->destroy = TransitionTriforce_Destroy;
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transitionCtx->start = TransitionTriforce_Start;
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transitionCtx->isDone = TransitionTriforce_IsDone;
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transitionCtx->draw = TransitionTriforce_Draw;
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transitionCtx->update = TransitionTriforce_Update;
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transitionCtx->setType = TransitionTriforce_SetType;
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transitionCtx->setColor = TransitionTriforce_SetColor;
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transitionCtx->setEnvColor = NULL;
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break;
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case 0:
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case 8:
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transitionCtx->init = TransitionWipe_Init;
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transitionCtx->destroy = TransitionWipe_Destroy;
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transitionCtx->start = TransitionWipe_Start;
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transitionCtx->isDone = TransitionWipe_IsDone;
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transitionCtx->draw = TransitionWipe_Draw;
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transitionCtx->update = TransitionWipe_Update;
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transitionCtx->setType = TransitionWipe_SetType;
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transitionCtx->setColor = TransitionWipe_SetColor;
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transitionCtx->setEnvColor = NULL;
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break;
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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case 13:
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case 17:
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case 18:
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case 19:
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transitionCtx->init = TransitionFade_Init;
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transitionCtx->destroy = TransitionFade_Destroy;
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transitionCtx->start = TransitionFade_Start;
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transitionCtx->isDone = TransitionFade_IsDone;
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transitionCtx->draw = TransitionFade_Draw;
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transitionCtx->update = TransitionFade_Update;
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transitionCtx->setType = TransitionFade_SetType;
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transitionCtx->setColor = TransitionFade_SetColor;
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transitionCtx->setEnvColor = NULL;
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break;
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case 9:
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case 10:
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globalCtx->transitionMode = 4;
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break;
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case 11:
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globalCtx->transitionMode = 10;
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break;
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case 12:
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globalCtx->transitionMode = 7;
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break;
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case 14:
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globalCtx->transitionMode = 12;
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break;
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case 15:
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globalCtx->transitionMode = 14;
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break;
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case 16:
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globalCtx->transitionMode = 16;
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break;
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default:
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Fault_AddHungupAndCrash(__FILE__, __LINE__);
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break;
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}
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}
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}
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void func_800BC88C(GlobalContext* globalCtx) {
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globalCtx->transitionCtx.transitionType = -1;
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}
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Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx) {
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return Gfx_SetFog2(gfx, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1],
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globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000);
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}
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void Gameplay_Destroy(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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Player* player = GET_PLAYER(globalCtx);
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globalCtx->state.gfxCtx->callback = NULL;
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globalCtx->state.gfxCtx->callbackParam = 0;
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SREG(91) = 0;
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R_PAUSE_MENU_MODE = 0;
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PreRender_Destroy(&globalCtx->pauseBgPreRender);
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Effect_DeleteAll(globalCtx);
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EffectSs_ClearAll(globalCtx);
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CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx);
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if (gTrnsnUnkState == 3) {
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TransitionUnk_Destroy(&sTrnsnUnk);
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gTrnsnUnkState = 0;
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}
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if (globalCtx->transitionMode == 3) {
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globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.data);
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func_800BC88C(globalCtx);
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globalCtx->transitionMode = 0;
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}
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ShrinkWindow_Destroy();
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TransitionFade_Destroy(&globalCtx->transitionFade);
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VisMono_Destroy(&D_80161498);
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if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) {
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Inventory_SwapAgeEquipment();
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Player_SetEquipmentData(globalCtx, player);
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}
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func_80031C3C(&globalCtx->actorCtx, globalCtx);
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func_80110990(globalCtx);
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KaleidoScopeCall_Destroy(globalCtx);
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KaleidoManager_Destroy();
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ZeldaArena_Cleanup();
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Fault_RemoveClient(&D_801614B8);
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disableBetaQuest();
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gGlobalCtx = NULL;
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}
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void GivePlayerRandoRewardSongOfTime(GlobalContext* globalCtx, RandomizerCheck check) {
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Player* player = GET_PLAYER(globalCtx);
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if (gSaveContext.entranceIndex == 0x050F && player != NULL && !Player_InBlockingCsMode(globalCtx, player) &&
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!Flags_GetTreasure(globalCtx, 0x1F) && gSaveContext.nextTransition == 0xFF) {
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_SONG_OF_TIME);
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GiveItemWithoutActor(globalCtx, getItemId);
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player->pendingFlag.flagID = 0x1F;
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player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
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}
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}
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void GivePlayerRandoRewardNocturne(GlobalContext* globalCtx, RandomizerCheck check) {
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Player* player = GET_PLAYER(globalCtx);
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if ((gSaveContext.entranceIndex == 0x00DB ||
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gSaveContext.entranceIndex == 0x0191 ||
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gSaveContext.entranceIndex == 0x0195) && LINK_IS_ADULT && CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) &&
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CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER) && player != NULL &&
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!Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) {
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_NOCTURNE_OF_SHADOW);
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GiveItemWithoutActor(globalCtx, getItemId);
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Flags_SetEventChkInf(0xAA);
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}
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}
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void GivePlayerRandoRewardRequiem(GlobalContext* globalCtx, RandomizerCheck check) {
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Player* player = GET_PLAYER(globalCtx);
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if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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if ((gSaveContext.entranceIndex == 0x01E1) && !Flags_GetEventChkInf(0xAC) && player != NULL &&
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!Player_InBlockingCsMode(globalCtx, player)) {
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_SONG_OF_TIME);
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GiveItemWithoutActor(globalCtx, getItemId);
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Flags_SetEventChkInf(0xAC);
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}
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}
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}
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void GivePlayerRandoRewardZeldaLightArrowsGift(GlobalContext* globalCtx, RandomizerCheck check) {
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Player* player = GET_PLAYER(globalCtx);
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) && LINK_IS_ADULT &&
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(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA) &&
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!Flags_GetTreasure(globalCtx, 0x1E) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) &&
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globalCtx->sceneLoadFlag == 0) {
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_ARROW_LIGHT);
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GiveItemWithoutActor(globalCtx, getItemId);
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player->pendingFlag.flagID = 0x1E;
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player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
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}
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}
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void GivePlayerRandoRewardSariaGift(GlobalContext* globalCtx, RandomizerCheck check) {
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Player* player = GET_PLAYER(globalCtx);
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if (gSaveContext.entranceIndex == 0x05E0) {
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_ZELDAS_LULLABY);
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if ((!Flags_GetEventChkInf(0xC1) || (player->getItemId == getItemId && getItemId != GI_ICE_TRAP)) &&
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player != NULL && !Player_InBlockingCsMode(globalCtx, player)) {
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GiveItemWithoutActor(globalCtx, getItemId);
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Flags_SetEventChkInf(0xC1);
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}
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}
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}
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void Gameplay_Init(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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enableBetaQuest();
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gGlobalCtx = globalCtx;
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//globalCtx->state.gfxCtx = NULL;
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uintptr_t zAlloc;
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uintptr_t zAllocAligned;
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size_t zAllocSize;
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Player* player;
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s32 playerStartCamId;
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s32 i;
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u8 tempSetupIndex;
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s32 pad[2];
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH)) {
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if (gSaveContext.entranceIndex == 0x7A) {
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gSaveContext.entranceIndex = 0x400;
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} else if (gSaveContext.entranceIndex == 0x296) {
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gSaveContext.entranceIndex = 0x23D;
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}
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}
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if (gSaveContext.entranceIndex == -1) {
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gSaveContext.entranceIndex = 0;
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globalCtx->state.running = false;
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SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext);
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return;
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}
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SystemArena_Display();
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// OTRTODO allocate double the normal amount of memory
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// This is to avoid some parts of the game, like loading actors, causing OoM
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// This is potionally unavoidable due to struct size differences, but is x2 the right amount?
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GameState_Realloc(&globalCtx->state, 0x1D4790 * 2);
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KaleidoManager_Init(globalCtx);
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View_Init(&globalCtx->view, gfxCtx);
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Audio_SetExtraFilter(0);
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Quake_Init();
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for (i = 0; i < 4; i++) {
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globalCtx->cameraPtrs[i] = NULL;
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}
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Camera_Init(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx);
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Camera_ChangeStatus(&globalCtx->mainCamera, CAM_STAT_ACTIVE);
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for (i = 0; i < 3; i++) {
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Camera_Init(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
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Camera_ChangeStatus(&globalCtx->subCameras[i], CAM_STAT_UNK100);
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}
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globalCtx->cameraPtrs[MAIN_CAM] = &globalCtx->mainCamera;
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globalCtx->cameraPtrs[MAIN_CAM]->uid = 0;
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globalCtx->activeCamera = MAIN_CAM;
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func_8005AC48(&globalCtx->mainCamera, 0xFF);
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func_80112098(globalCtx);
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Message_Init(globalCtx);
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GameOver_Init(globalCtx);
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SoundSource_InitAll(globalCtx);
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Effect_InitContext(globalCtx);
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EffectSs_InitInfo(globalCtx, 0x55);
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CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx);
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AnimationContext_Reset(&globalCtx->animationCtx);
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func_8006450C(globalCtx, &globalCtx->csCtx);
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if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
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gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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}
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if (gSaveContext.cutsceneIndex == 0xFFFD) {
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gSaveContext.cutsceneIndex = 0;
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}
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if (gSaveContext.nextDayTime != 0xFFFF) {
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gSaveContext.dayTime = gSaveContext.nextDayTime;
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gSaveContext.skyboxTime = gSaveContext.nextDayTime;
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}
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if (gSaveContext.dayTime > 0xC000 || gSaveContext.dayTime < 0x4555) {
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gSaveContext.nightFlag = 1;
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} else {
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gSaveContext.nightFlag = 0;
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}
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Cutscene_HandleConditionalTriggers(globalCtx);
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if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) {
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gSaveContext.nayrusLoveTimer = 0;
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func_800876C8(globalCtx);
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gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
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} else if (!LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneSetupIndex = 0;
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} else if (!LINK_IS_ADULT && !IS_DAY) {
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gSaveContext.sceneSetupIndex = 1;
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} else if (LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneSetupIndex = 2;
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} else {
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gSaveContext.sceneSetupIndex = 3;
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}
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tempSetupIndex = gSaveContext.sceneSetupIndex;
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
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CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
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gSaveContext.sceneSetupIndex = 1;
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} else {
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gSaveContext.sceneSetupIndex = 0;
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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gSaveContext.sceneSetupIndex = (gSaveContext.eventChkInf[4] & 0x100) ? 3 : 2;
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}
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Gameplay_SpawnScene(
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globalCtx,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene,
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gEntranceTable[((void)0, gSaveContext.sceneSetupIndex) + ((void)0, gSaveContext.entranceIndex)].spawn);
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osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex);
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Cutscene_HandleEntranceTriggers(globalCtx);
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KaleidoScopeCall_Init(globalCtx);
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func_801109B0(globalCtx);
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if (gSaveContext.nextDayTime != 0xFFFF) {
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if (gSaveContext.nextDayTime == 0x8001) {
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gSaveContext.totalDays++;
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gSaveContext.bgsDayCount++;
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gSaveContext.dogIsLost = true;
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if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
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Inventory_ReplaceItem(globalCtx, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
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Message_StartTextbox(globalCtx, 0x3066, NULL);
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}
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gSaveContext.nextDayTime = 0xFFFE;
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} else {
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gSaveContext.nextDayTime = 0xFFFD;
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}
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}
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SREG(91) = -1;
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R_PAUSE_MENU_MODE = 0;
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PreRender_Init(&globalCtx->pauseBgPreRender);
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PreRender_SetValuesSave(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0);
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PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
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gTrnsnUnkState = 0;
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globalCtx->transitionMode = 0;
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FrameAdvance_Init(&globalCtx->frameAdvCtx);
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Rand_Seed((u32)osGetTime());
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Matrix_Init(&globalCtx->state);
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globalCtx->state.main = Gameplay_Main;
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globalCtx->state.destroy = Gameplay_Destroy;
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globalCtx->sceneLoadFlag = -0x14;
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globalCtx->unk_11E16 = 0xFF;
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globalCtx->unk_11E18 = 0;
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globalCtx->unk_11DE9 = 0;
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if (gSaveContext.gameMode != 1) {
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if (gSaveContext.nextTransition == 0xFF) {
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globalCtx->fadeTransition =
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(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; // Fade In
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} else {
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globalCtx->fadeTransition = gSaveContext.nextTransition;
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gSaveContext.nextTransition = 0xFF;
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}
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} else {
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globalCtx->fadeTransition = 6;
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}
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|
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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;
|
||
|
||
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.mesh->polygon.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();
|
||
}
|
||
}
|