Files
Shipwright/soh/src/code/z_play.c
T

2236 lines
84 KiB
C

#include "global.h"
#include "vt.h"
#include <string.h>
#include "soh/Enhancements/gameconsole.h"
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/debugconsole.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include <overlays/actors/ovl_En_Niw/z_en_niw.h>
#include <overlays/misc/ovl_kaleido_scope/z_kaleido_scope.h>
#include "soh/Enhancements/enhancementTypes.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/SaveManager.h"
#include "soh/framebuffer_effects.h"
#include <libultraship/libultraship.h>
#include <time.h>
#include <assert.h>
TransitionUnk sTrnsnUnk;
s32 gTrnsnUnkState;
VisMono gPlayVisMono;
Color_RGBA8_u32 gVisMonoColor;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
void* gDebugCutsceneScript = NULL;
UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
PlayState* gPlayState;
s16 firstInit = 0;
s16 gEnPartnerId;
s16 gEnSnowballId;
s16 gEnChristmasTreeId;
s16 gEnChristmasDecoId;
void Play_SpawnScene(PlayState* play, s32 sceneId, s32 spawn);
// This macro prints the number "1" with a file and line number if R_ENABLE_PLAY_LOGS is enabled.
// For example, it can be used to trace the play state execution at a high level.
// SOHTODO: Revert log statements everywhere back to authentic, and deal with dynamic line/file names via macro
#define PLAY_LOG(line) \
do { \
if (1 & HREG(63)) { \
LOG_NUM("1", 1 /*, "../z_play.c", line */); \
} \
} while (0)
void enableBetaQuest();
void disableBetaQuest();
void OTRPlay_SpawnScene(PlayState* play, s32 sceneId, s32 spawn);
void Play_RequestViewpointBgCam(PlayState* play) {
Camera_ChangeDataIdx(GET_ACTIVE_CAM(play), play->unk_1242B - 1);
}
void Play_SetViewpoint(PlayState* play, s16 viewpoint) {
assert(viewpoint == 1 || viewpoint == 2);
play->unk_1242B = viewpoint;
if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
Audio_PlaySoundGeneral((viewpoint == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
Play_RequestViewpointBgCam(play);
}
/**
* @return true if the currently set viewpoint is the same as the one provided in the argument
*/
s32 Play_CheckViewpoint(PlayState* play, s16 viewpoint) {
return (viewpoint == play->unk_1242B);
}
/**
* If the scene is a shop, set the viewpoint that will set the bgCamIndex
* to toggle the camera into a "browsing item selection" setting.
*/
void Play_SetShopBrowsingViewpoint(PlayState* play) {
osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
if (YREG(15) == 0x10) {
play->unk_1242B = 2;
}
}
void Gameplay_SetupTransition(PlayState* play, s32 transitionType) {
TransitionContext* transitionCtx = &play->transitionCtx;
memset(transitionCtx, 0, sizeof(TransitionContext));
transitionCtx->transitionType = transitionType;
// Circle Transition Types
if ((transitionCtx->transitionType >> 5) == 1) {
transitionCtx->init = TransitionCircle_Init;
transitionCtx->destroy = TransitionCircle_Destroy;
transitionCtx->start = TransitionCircle_Start;
transitionCtx->isDone = TransitionCircle_IsDone;
transitionCtx->draw = TransitionCircle_Draw;
transitionCtx->update = TransitionCircle_Update;
transitionCtx->setType = TransitionCircle_SetType;
transitionCtx->setColor = TransitionCircle_SetColor;
transitionCtx->setEnvColor = TransitionCircle_SetEnvColor;
} else {
switch (transitionCtx->transitionType) {
case TRANS_TYPE_TRIFORCE:
transitionCtx->init = TransitionTriforce_Init;
transitionCtx->destroy = TransitionTriforce_Destroy;
transitionCtx->start = TransitionTriforce_Start;
transitionCtx->isDone = TransitionTriforce_IsDone;
transitionCtx->draw = TransitionTriforce_Draw;
transitionCtx->update = TransitionTriforce_Update;
transitionCtx->setType = TransitionTriforce_SetType;
transitionCtx->setColor = TransitionTriforce_SetColor;
transitionCtx->setEnvColor = NULL;
break;
case TRANS_TYPE_WIPE:
case TRANS_TYPE_WIPE_FAST:
transitionCtx->init = TransitionWipe_Init;
transitionCtx->destroy = TransitionWipe_Destroy;
transitionCtx->start = TransitionWipe_Start;
transitionCtx->isDone = TransitionWipe_IsDone;
transitionCtx->draw = TransitionWipe_Draw;
transitionCtx->update = TransitionWipe_Update;
transitionCtx->setType = TransitionWipe_SetType;
transitionCtx->setColor = TransitionWipe_SetColor;
transitionCtx->setEnvColor = NULL;
break;
case TRANS_TYPE_FADE_BLACK:
case TRANS_TYPE_FADE_WHITE:
case TRANS_TYPE_FADE_BLACK_FAST:
case TRANS_TYPE_FADE_WHITE_FAST:
case TRANS_TYPE_FADE_BLACK_SLOW:
case TRANS_TYPE_FADE_WHITE_SLOW:
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
case TRANS_TYPE_FADE_WHITE_INSTANT:
case TRANS_TYPE_FADE_GREEN:
case TRANS_TYPE_FADE_BLUE:
transitionCtx->init = TransitionFade_Init;
transitionCtx->destroy = TransitionFade_Destroy;
transitionCtx->start = TransitionFade_Start;
transitionCtx->isDone = TransitionFade_IsDone;
transitionCtx->draw = TransitionFade_Draw;
transitionCtx->update = TransitionFade_Update;
transitionCtx->setType = TransitionFade_SetType;
transitionCtx->setColor = TransitionFade_SetColor;
transitionCtx->setEnvColor = NULL;
break;
case TRANS_TYPE_FILL_WHITE2:
case TRANS_TYPE_FILL_WHITE:
play->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
break;
case TRANS_TYPE_INSTANT:
play->transitionMode = TRANS_MODE_INSTANT;
break;
case TRANS_TYPE_FILL_BROWN:
play->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
break;
case TRANS_TYPE_SANDSTORM_PERSIST:
play->transitionMode = TRANS_MODE_SANDSTORM_INIT;
break;
case TRANS_TYPE_SANDSTORM_END:
play->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
break;
case TRANS_TYPE_CS_BLACK_FILL:
play->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
break;
default:
Fault_AddHungupAndCrash(__FILE__, __LINE__);
break;
}
}
}
void func_800BC88C(PlayState* play) {
play->transitionCtx.transitionType = -1;
}
Gfx* Play_SetFog(PlayState* play, Gfx* gfx) {
return Gfx_SetFog2(gfx, play->lightCtx.fogColor[0], play->lightCtx.fogColor[1], play->lightCtx.fogColor[2], 0,
play->lightCtx.fogNear, 1000);
}
void Play_Destroy(GameState* thisx) {
PlayState* play = (PlayState*)thisx;
Player* player = GET_PLAYER(play);
GameInteractor_ExecuteOnPlayDestroy();
// Only initialize the frame counter when exiting the title screen
if (gSaveContext.fileNum == 0xFF) {
play->gameplayFrames = 0;
}
play->state.gfxCtx->callback = NULL;
play->state.gfxCtx->callbackParam = 0;
SREG(91) = 0;
R_PAUSE_MENU_MODE = 0;
PreRender_Destroy(&play->pauseBgPreRender);
Effect_DeleteAll(play);
EffectSs_ClearAll(play);
CollisionCheck_DestroyContext(play, &play->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
if (play->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
play->transitionCtx.destroy(&play->transitionCtx.data);
func_800BC88C(play);
play->transitionMode = TRANS_MODE_OFF;
}
ShrinkWindow_Destroy();
TransitionFade_Destroy(&play->transitionFade);
VisMono_Destroy(&gPlayVisMono);
if (gSaveContext.linkAge != play->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
Player_SetEquipmentData(play, player);
}
func_80031C3C(&play->actorCtx, play);
func_80110990(play);
KaleidoScopeCall_Destroy(play);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
Fault_RemoveClient(&D_801614B8);
disableBetaQuest();
gPlayState = NULL;
}
u8 CheckStoneCount() {
u8 stoneCount = 0;
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) {
stoneCount++;
}
if (CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
stoneCount++;
}
if (CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
stoneCount++;
}
return stoneCount;
}
u8 CheckMedallionCount() {
u8 medallionCount = 0;
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_LIGHT)) {
medallionCount++;
}
return medallionCount;
}
u8 CheckDungeonCount() {
u8 dungeonCount = 0;
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetEventChkInf(EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
dungeonCount++;
}
if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE)) {
dungeonCount++;
}
if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE)) {
dungeonCount++;
}
return dungeonCount;
}
u8 CheckBridgeRewardCount() {
u8 bridgeRewardCount = 0;
switch (Randomizer_GetSettingValue(RSK_BRIDGE_OPTIONS)) {
case RO_BRIDGE_WILDCARD_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
bridgeRewardCount += 1;
}
break;
case RO_BRIDGE_GREG_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
bridgeRewardCount += 1;
}
break;
}
return bridgeRewardCount;
}
u8 CheckLACSRewardCount() {
u8 lacsRewardCount = 0;
switch (Randomizer_GetSettingValue(RSK_LACS_OPTIONS)) {
case RO_LACS_WILDCARD_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
lacsRewardCount += 1;
}
break;
case RO_LACS_GREG_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
lacsRewardCount += 1;
}
break;
}
return lacsRewardCount;
}
void Play_Init(GameState* thisx) {
PlayState* play = (PlayState*)thisx;
GraphicsContext* gfxCtx = play->state.gfxCtx;
uintptr_t zAlloc;
uintptr_t zAllocAligned;
size_t zAllocSize;
Player* player;
s32 playerStartBgCamIndex;
s32 i;
u8 baseSceneLayer;
s32 pad[2];
enableBetaQuest();
// Properly initialize the frame counter so it doesn't use garbage data
if (!firstInit) {
play->gameplayFrames = 0;
firstInit = 1;
}
// Invalid entrance, so immediately exit the game to opening title
if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
gSaveContext.entranceIndex = 0;
play->state.running = false;
SET_NEXT_GAMESTATE(&play->state, Opening_Init, OpeningContext);
GameInteractor_ExecuteOnExitGame(gSaveContext.fileNum);
return;
}
gPlayState = play;
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(&play->state, 0x1D4790 * 2);
KaleidoManager_Init(play);
View_Init(&play->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
for (i = 0; i < ARRAY_COUNT(play->cameraPtrs); i++) {
play->cameraPtrs[i] = NULL;
}
Camera_Init(&play->mainCamera, &play->view, &play->colCtx, play);
Camera_ChangeStatus(&play->mainCamera, CAM_STAT_ACTIVE);
for (i = 0; i < 3; i++) {
Camera_Init(&play->subCameras[i], &play->view, &play->colCtx, play);
Camera_ChangeStatus(&play->subCameras[i], CAM_STAT_UNK100);
}
play->cameraPtrs[MAIN_CAM] = &play->mainCamera;
play->cameraPtrs[MAIN_CAM]->uid = 0;
play->activeCamera = MAIN_CAM;
func_8005AC48(&play->mainCamera, 0xFF);
// Sram_Init(this, &this->sramCtx);
Regs_InitData(play);
Message_Init(play);
GameOver_Init(play);
SoundSource_InitAll(play);
Effect_InitContext(play);
EffectSs_InitInfo(play, 0x55);
CollisionCheck_InitContext(play, &play->colChkCtx);
AnimationContext_Reset(&play->animationCtx);
func_8006450C(play, &play->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(play);
if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.cutsceneIndex >= 0xFFF0) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(play);
gSaveContext.sceneSetupIndex = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
} else if (!LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneSetupIndex = SCENE_LAYER_CHILD_DAY;
} else if (!LINK_IS_ADULT && !IS_DAY) {
gSaveContext.sceneSetupIndex = SCENE_LAYER_CHILD_NIGHT;
} else if (LINK_IS_ADULT && IS_DAY) {
gSaveContext.sceneSetupIndex = SCENE_LAYER_ADULT_DAY;
} else {
gSaveContext.sceneSetupIndex = SCENE_LAYER_ADULT_NIGHT;
}
// save the base scene layer (before accounting for the special cases below) to use later for the transition type
baseSceneLayer = gSaveContext.sceneSetupIndex;
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
!IS_CUTSCENE_LAYER) {
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_KOKIRI_FOREST) &&
LINK_IS_ADULT && !IS_CUTSCENE_LAYER) {
gSaveContext.sceneSetupIndex = (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) ? 3 : 2;
}
Play_SpawnScene(
play, 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);
#if 0
// When entering Gerudo Valley in the credits, trigger the GC emulator to play the ending movie.
// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
if ((gEntranceTable[((void)0, gSaveContext.save.entranceIndex)].sceneId == SCENE_GERUDO_VALLEY) &&
gSaveContext.sceneLayer == 6) {
PRINTF("エンディングはじまるよー\n"); // "The ending starts"
((void (*)(void))0x81000000)();
PRINTF("出戻り?\n"); // "Return?"
}
#endif
Cutscene_HandleEntranceTriggers(play);
KaleidoScopeCall_Init(play);
func_801109B0(play);
if (gSaveContext.nextDayTime != 0xFFFF) {
if (gSaveContext.nextDayTime == 0x8001) {
gSaveContext.totalDays++;
gSaveContext.bgsDayCount++;
gSaveContext.dogIsLost = true;
if (Inventory_ReplaceItem(play, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
Inventory_HatchPocketCucco(play)) {
Message_StartTextbox(play, 0x3066, NULL);
}
gSaveContext.nextDayTime = 0xFFFE;
} else {
gSaveContext.nextDayTime = 0xFFFD;
}
}
SREG(91) = -1;
R_PAUSE_MENU_MODE = 0;
PreRender_Init(&play->pauseBgPreRender);
PreRender_SetValuesSave(&play->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, NULL);
PreRender_SetValues(&play->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL);
gTrnsnUnkState = 0;
play->transitionMode = TRANS_MODE_OFF;
FrameAdvance_Init(&play->frameAdvCtx);
Rand_Seed((u32)osGetTime());
Matrix_Init(&play->state);
play->state.main = Play_Main;
play->state.destroy = Play_Destroy;
play->transitionTrigger = TRANS_TRIGGER_END;
play->unk_11E16 = 0xFF;
play->unk_11E18 = 0;
play->unk_11DE9 = false;
if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
play->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
gEntranceTable[((void)0, gSaveContext.entranceIndex) + baseSceneLayer].field); // Fade In
} else {
play->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
play->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
}
ShrinkWindow_Init();
TransitionFade_Init(&play->transitionFade);
TransitionFade_SetType(&play->transitionFade, 3);
TransitionFade_SetColor(&play->transitionFade, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&play->transitionFade);
VisMono_Init(&gPlayVisMono);
gVisMonoColor.a = 0;
Flags_UnsetAllEnv(play);
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&play->state.tha));
zAllocSize = THA_GetSize(&play->state.tha);
zAlloc = (uintptr_t)GAMESTATE_ALLOC_MC(&play->state, zAllocSize);
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init((void*)zAllocAligned, zAllocSize - (zAllocAligned - zAlloc));
// "Zelda Heap"
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(u8*)zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
// In order to keep masks equipped on first load, we need to pre-set the age reqs for the item and slot
if (CVarGetInteger(CVAR_ENHANCEMENT("AdultMasks"), 0) || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)) {
for (int i = ITEM_MASK_KEATON; i <= ITEM_MASK_TRUTH; i += 1) {
gItemAgeReqs[i] = AGE_REQ_NONE;
}
if (INV_CONTENT(ITEM_TRADE_CHILD) >= ITEM_MASK_KEATON && INV_CONTENT(ITEM_TRADE_CHILD) <= ITEM_MASK_TRUTH) {
gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_NONE;
}
} else {
for (int i = ITEM_MASK_KEATON; i <= ITEM_MASK_TRUTH; i += 1) {
gItemAgeReqs[i] = AGE_REQ_CHILD;
}
gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_CHILD;
}
func_800304DC(play, &play->actorCtx, play->linkActorEntry);
while (!func_800973FC(play, &play->roomCtx)) {
; // Empty Loop
}
player = GET_PLAYER(play);
Camera_InitPlayerSettings(&play->mainCamera, player);
Camera_ChangeMode(&play->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(&play->colCtx, BGCHECK_SCENE);
u8 camId = player->actor.params & 0xFF;
// If the player's start cam is out of bounds, set it to 0xFF so it isn't used.
if (colHeader != NULL && (camId != 0xFF) && (camId >= colHeader->cameraDataListLen)) {
player->actor.params |= 0xFF;
}
}
playerStartBgCamIndex = player->actor.params & 0xFF;
if (playerStartBgCamIndex != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
Camera_ChangeDataIdx(&play->mainCamera, playerStartBgCamIndex);
}
if (YREG(15) == 32) {
play->unk_1242B = 2;
} else if (YREG(15) == 16) {
play->unk_1242B = 1;
} else {
play->unk_1242B = 0;
}
Interface_SetSceneRestrictions(play);
Environment_PlaySceneSequence(play);
gSaveContext.seqId = play->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = play->sequenceCtx.natureAmbienceId;
func_8002DF18(play, GET_PLAYER(play));
AnimationContext_Update(play, &play->animationCtx);
gSaveContext.respawnFlag = 0;
// #region SOH [Stats]
if (gSaveContext.sohStats.sceneNum != gPlayState->sceneNum) {
u16 idx = gSaveContext.sohStats.tsIdx;
gSaveContext.sohStats.sceneTimestamps[idx].sceneTime = gSaveContext.sohStats.sceneTimer / 2;
gSaveContext.sohStats.sceneTimestamps[idx].roomTime = gSaveContext.sohStats.roomTimer / 2;
gSaveContext.sohStats.sceneTimestamps[idx].scene = gSaveContext.sohStats.sceneNum;
gSaveContext.sohStats.sceneTimestamps[idx].room = gSaveContext.sohStats.roomNum;
gSaveContext.sohStats.sceneTimestamps[idx].isRoom =
gPlayState->sceneNum == gSaveContext.sohStats.sceneTimestamps[idx].scene &&
gPlayState->roomCtx.curRoom.num != gSaveContext.sohStats.sceneTimestamps[idx].room;
gSaveContext.sohStats.tsIdx++;
gSaveContext.sohStats.sceneTimer = 0;
gSaveContext.sohStats.roomTimer = 0;
} else if (gSaveContext.sohStats.roomNum != gPlayState->roomCtx.curRoom.num) {
u16 idx = gSaveContext.sohStats.tsIdx;
gSaveContext.sohStats.sceneTimestamps[idx].roomTime = gSaveContext.sohStats.roomTimer / 2;
gSaveContext.sohStats.sceneTimestamps[idx].scene = gSaveContext.sohStats.sceneNum;
gSaveContext.sohStats.sceneTimestamps[idx].room = gSaveContext.sohStats.roomNum;
gSaveContext.sohStats.sceneTimestamps[idx].isRoom =
gPlayState->sceneNum == gSaveContext.sohStats.sceneTimestamps[idx].scene &&
gPlayState->roomCtx.curRoom.num != gSaveContext.sohStats.sceneTimestamps[idx].room;
gSaveContext.sohStats.tsIdx++;
gSaveContext.sohStats.roomTimer = 0;
}
gSaveContext.sohStats.sceneNum = gPlayState->sceneNum;
gSaveContext.sohStats.roomNum = gPlayState->roomCtx.curRoom.num;
// #endregion
#if 0
if (R_USE_DEBUG_CUTSCENE) {
static u64 sDebugCutsceneScriptBuf[0xA00];
gDebugCutsceneScript = sDebugCutsceneScriptBuf;
PRINTF("\nkawauso_data=[%x]", gDebugCutsceneScript);
// This hardcoded ROM address extends past the end of the ROM file.
// Presumably the ROM was larger at a previous point in development when this debug feature was used.
DmaMgr_DmaRomToRam(0x03FEB000, gDebugCutsceneScript, sizeof(sDebugCutsceneScriptBuf));
}
#endif
if (CVarGetInteger(CVAR_ENHANCEMENT("IvanCoopModeEnabled"), 0)) {
Actor_Spawn(&play->actorCtx, play, gEnPartnerId, GET_PLAYER(play)->actor.world.pos.x,
GET_PLAYER(play)->actor.world.pos.y + Player_GetHeight(GET_PLAYER(play)) + 5.0f,
GET_PLAYER(play)->actor.world.pos.z, 0, 0, 0, 1, true);
}
if (play->sceneNum == SCENE_KAKARIKO_VILLAGE) {
Actor_Spawn(&play->actorCtx, play, gEnChristmasTreeId, -734, 0, 420, 0, 0, 0, 0, true);
}
Actor_Spawn(&play->actorCtx, play, gEnChristmasDecoId, 0, 0, 0, 0, 0, 0, 0, true);
}
void Play_Update(PlayState* play) {
Input* input = play->state.input;
s32 isPaused;
s32 pad1;
if ((SREG(1) < 0) || (DREG(0) != 0)) {
SREG(1) = 0;
ZeldaArena_Display();
}
if ((HREG(80) == 18) && (HREG(81) < 0)) {
u32 i;
s32 pad2;
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 (CVarGetInteger(CVAR_SETTING("FreeLook.Enabled"), 0) && Player_InCsMode(play)) {
play->manualCamera = false;
}
gSegments[4] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
if (FrameAdvance_Update(&play->frameAdvCtx, &input[1])) {
if ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) {
play->transitionMode = TRANS_MODE_SETUP;
}
// #region SOH [Stats] Gameplay stats: Count button presses
if (!gSaveContext.sohStats.gameComplete) {
if (CHECK_BTN_ALL(input[0].press.button, BTN_A)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_A]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_B)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_B]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_CUP]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_CRIGHT)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_CRIGHT]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_CLEFT)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_CLEFT]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_CDOWN)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_CDOWN]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_DUP)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_DUP]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_DRIGHT)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_DRIGHT]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_DDOWN)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_DDOWN]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_DLEFT)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_DLEFT]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_L)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_L]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_R)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_R]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_Z)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_Z]++;}
if (CHECK_BTN_ALL(input[0].press.button, BTN_START)) {gSaveContext.sohStats.count[COUNT_BUTTON_PRESSES_START]++;}
// Start RTA timing on first non-c-up input after intro cutscene
if (
!gSaveContext.sohStats.fileCreatedAt && !Player_InCsMode(play) &&
((input[0].press.button && input[0].press.button != 0x8) || input[0].rel.stick_x != 0 || input[0].rel.stick_y != 0)
) {
gSaveContext.sohStats.fileCreatedAt = GetUnixTimestamp();
}
}
// #endregion
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 ((u32)play->transitionMode != TRANS_MODE_OFF) {
switch (play->transitionMode) {
case TRANS_MODE_SETUP:
if (play->transitionTrigger != TRANS_TRIGGER_END) {
s16 sceneLayer = 0;
Interface_ChangeAlpha(1);
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
}
// fade out bgm if "continue bgm" flag is not set
if (!(gEntranceTable[play->nextEntranceIndex + sceneLayer].field &
ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
// "Sound initalized. 111"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
if ((play->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
// "Sound initalized. 222"
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222");
func_800F6964(0x14);
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
}
}
}
if (!R_TRANS_DBG_ENABLED) {
Gameplay_SetupTransition(play, play->transitionType);
} else {
Gameplay_SetupTransition(play, R_TRANS_DBG_TYPE);
}
if (play->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) {
// non-instance modes break out of this switch
break;
}
FALLTHROUGH;
case TRANS_MODE_INSTANCE_INIT:
play->transitionCtx.init(&play->transitionCtx.data);
// Circle Transition Types
if ((play->transitionCtx.transitionType >> 5) == 1) {
play->transitionCtx.setType(&play->transitionCtx.data,
play->transitionCtx.transitionType | TC_SET_PARAMS);
}
gSaveContext.transWipeSpeed = 14;
if ((play->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) {
//! @bug TRANS_TYPE_FILL_WHITE2 will never reach this code.
//! It is a non-instance type transition which doesn't run this case.
gSaveContext.transWipeSpeed = 28;
}
gSaveContext.transFadeDuration = 60;
if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) {
gSaveContext.transFadeDuration = 20;
} else if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) {
gSaveContext.transFadeDuration = 150;
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) {
gSaveContext.transFadeDuration = 2;
}
if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) ||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) {
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(160, 160, 160, 255));
if (play->transitionCtx.setEnvColor != NULL) {
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
RGBA8(160, 160, 160, 255));
}
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) {
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(140, 140, 100, 255));
if (play->transitionCtx.setEnvColor != NULL) {
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
RGBA8(140, 140, 100, 255));
}
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) {
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(70, 100, 110, 255));
if (play->transitionCtx.setEnvColor != NULL) {
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
RGBA8(70, 100, 110, 255));
}
} else {
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(0, 0, 0, 0));
if (play->transitionCtx.setEnvColor != NULL) {
play->transitionCtx.setEnvColor(&play->transitionCtx.data, RGBA8(0, 0, 0, 0));
}
}
if (play->transitionTrigger == TRANS_TRIGGER_END) {
play->transitionCtx.setType(&play->transitionCtx.data, 1);
} else {
play->transitionCtx.setType(&play->transitionCtx.data, 2);
}
play->transitionCtx.start(&play->transitionCtx);
if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) {
play->transitionMode = TRANS_MODE_INSTANCE_WAIT;
} else {
play->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_INSTANCE_RUNNING:
if (play->transitionCtx.isDone(&play->transitionCtx.data)) {
if (play->transitionCtx.transitionType >= TRANS_TYPE_MAX) {
if (play->transitionTrigger == TRANS_TRIGGER_END) {
play->transitionCtx.destroy(&play->transitionCtx.data);
func_800BC88C(play);
play->transitionMode = TRANS_MODE_OFF;
}
} else if (play->transitionTrigger != TRANS_TRIGGER_END) {
play->state.running = false;
if (gSaveContext.gameMode != GAMEMODE_FILE_SELECT) {
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
gSaveContext.entranceIndex = play->nextEntranceIndex;
if (gSaveContext.minigameState == 1) {
gSaveContext.minigameState = 3;
}
} else {
SET_NEXT_GAMESTATE(&play->state, FileChoose_Init, FileChooseContext);
}
} else {
play->transitionCtx.destroy(&play->transitionCtx.data);
func_800BC88C(play);
play->transitionMode = TRANS_MODE_OFF;
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
}
// Transition end for standard transitions
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
}
play->transitionTrigger = TRANS_TRIGGER_OFF;
} else {
play->transitionCtx.update(&play->transitionCtx.data, R_UPDATE_RATE);
}
break;
}
// update non-instance transitions
switch (play->transitionMode) {
case TRANS_MODE_FILL_WHITE_INIT:
sTransitionFillTimer = 0;
play->envCtx.fillScreen = true;
play->envCtx.screenFillColor[0] = 160;
play->envCtx.screenFillColor[1] = 160;
play->envCtx.screenFillColor[2] = 160;
if (play->transitionTrigger != TRANS_TRIGGER_END) {
play->envCtx.screenFillColor[3] = 0;
play->transitionMode = TRANS_MODE_FILL_IN;
} else {
play->envCtx.screenFillColor[3] = 255;
play->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_FILL_IN:
play->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
play->state.running = false;
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
gSaveContext.entranceIndex = play->nextEntranceIndex;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_OUT:
play->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
play->envCtx.fillScreen = false;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_BROWN_INIT:
sTransitionFillTimer = 0;
play->envCtx.fillScreen = true;
play->envCtx.screenFillColor[0] = 170;
play->envCtx.screenFillColor[1] = 160;
play->envCtx.screenFillColor[2] = 150;
if (play->transitionTrigger != TRANS_TRIGGER_END) {
play->envCtx.screenFillColor[3] = 0;
play->transitionMode = TRANS_MODE_FILL_IN;
} else {
play->envCtx.screenFillColor[3] = 255;
play->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_INSTANT:
if (play->transitionTrigger != TRANS_TRIGGER_END) {
play->state.running = 0;
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
gSaveContext.entranceIndex = play->nextEntranceIndex;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
} else {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
}
break;
case TRANS_MODE_INSTANCE_WAIT:
if (gSaveContext.cutsceneTransitionControl != 0) {
play->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_SANDSTORM_INIT:
if (play->transitionTrigger != TRANS_TRIGGER_END) {
play->envCtx.sandstormState = SANDSTORM_FILL;
play->transitionMode = TRANS_MODE_SANDSTORM;
} else {
play->envCtx.sandstormState = SANDSTORM_UNFILL;
play->envCtx.sandstormPrimA = 255;
play->envCtx.sandstormEnvA = 255;
play->transitionMode = TRANS_MODE_SANDSTORM;
}
break;
case TRANS_MODE_SANDSTORM:
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (play->transitionTrigger == TRANS_TRIGGER_END) {
if (play->envCtx.sandstormPrimA < 110) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
// Transition end for sandstorm effect (delayed until effect is finished)
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
}
} else {
if (play->envCtx.sandstormEnvA == 255) {
play->state.running = false;
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
gSaveContext.entranceIndex = play->nextEntranceIndex;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_SANDSTORM_END_INIT:
if (play->transitionTrigger == TRANS_TRIGGER_END) {
play->envCtx.sandstormState = SANDSTORM_DISSIPATE;
play->envCtx.sandstormPrimA = 255;
play->envCtx.sandstormEnvA = 255;
// "It's here!!!!!!!!!"
LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!");
play->transitionMode = TRANS_MODE_SANDSTORM_END;
} else {
play->transitionMode = TRANS_MODE_SANDSTORM_INIT;
}
break;
case TRANS_MODE_SANDSTORM_END:
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (play->transitionTrigger == TRANS_TRIGGER_END) {
if (play->envCtx.sandstormPrimA <= 0) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
// Transition end for sandstorm effect (delayed until effect is finished)
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
}
}
break;
case TRANS_MODE_CS_BLACK_FILL_INIT:
sTransitionFillTimer = 0;
play->envCtx.fillScreen = true;
play->envCtx.screenFillColor[0] = 0;
play->envCtx.screenFillColor[1] = 0;
play->envCtx.screenFillColor[2] = 0;
play->envCtx.screenFillColor[3] = 255;
play->transitionMode = TRANS_MODE_CS_BLACK_FILL;
break;
case TRANS_MODE_CS_BLACK_FILL:
if (gSaveContext.cutsceneTransitionControl != 0) {
play->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl <= 100) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->transitionTrigger = TRANS_TRIGGER_OFF;
play->transitionMode = TRANS_MODE_OFF;
}
}
break;
}
}
PLAY_LOG(3533);
if (1 && (gTrnsnUnkState != 3)) {
PLAY_LOG(3542);
if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (play->msgCtx.msgMode == MSGMODE_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(play);
}
PLAY_LOG(3551);
isPaused = (play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0);
PLAY_LOG(3555);
AnimationContext_Reset(&play->animationCtx);
PLAY_LOG(3561);
Object_UpdateBank(&play->objectCtx);
PLAY_LOG(3577);
if (!isPaused && (IREG(72) == 0)) {
PLAY_LOG(3580);
play->gameplayFrames++;
func_800AA178(true);
// Gameplay stat tracking
if (!gSaveContext.sohStats.gameComplete &&
(!IS_BOSS_RUSH || !gSaveContext.isBossRushPaused)) {
gSaveContext.sohStats.playTimer++;
gSaveContext.sohStats.sceneTimer++;
gSaveContext.sohStats.roomTimer++;
if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA && Player_GetMask(play) == PLAYER_MASK_BUNNY) {
gSaveContext.sohStats.count[COUNT_TIME_BUNNY_HOOD]++;
}
}
if (play->actorCtx.freezeFlashTimer && (play->actorCtx.freezeFlashTimer-- < 5)) {
osSyncPrintf("FINISH=%d\n", play->actorCtx.freezeFlashTimer);
if ((play->actorCtx.freezeFlashTimer > 0) && ((play->actorCtx.freezeFlashTimer % 2) != 0)) {
play->envCtx.fillScreen = true;
play->envCtx.screenFillColor[0] = play->envCtx.screenFillColor[1] =
play->envCtx.screenFillColor[2] = 150;
play->envCtx.screenFillColor[3] = 80;
} else {
play->envCtx.fillScreen = false;
}
} else {
PLAY_LOG(3606);
func_800973FC(play, &play->roomCtx);
PLAY_LOG(3612);
CollisionCheck_AT(play, &play->colChkCtx);
PLAY_LOG(3618);
CollisionCheck_OC(play, &play->colChkCtx);
PLAY_LOG(3624);
CollisionCheck_Damage(play, &play->colChkCtx);
PLAY_LOG(3631);
CollisionCheck_ClearContext(play, &play->colChkCtx);
PLAY_LOG(3637);
if (!play->unk_11DE9) {
Actor_UpdateAll(play, &play->actorCtx);
}
PLAY_LOG(3643);
func_80064558(play, &play->csCtx);
PLAY_LOG(3648);
func_800645A0(play, &play->csCtx);
PLAY_LOG(3651);
Effect_UpdateAll(play);
PLAY_LOG(3657);
EffectSs_UpdateAll(play);
PLAY_LOG(3662);
}
} else {
func_800AA178(false);
}
PLAY_LOG(3672);
func_80095AA0(play, &play->roomCtx.curRoom, &input[1], 0);
PLAY_LOG(3675);
func_80095AA0(play, &play->roomCtx.prevRoom, &input[1], 1);
PLAY_LOG(3677);
if (play->unk_1242B != 0) {
if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {
if ((play->pauseCtx.state != 0) || (play->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(play)) {
// "Changing viewpoint is prohibited during the cutscene"
osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST);
} else if (YREG(15) == 0x10) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
// C-Up toggle for houses, move between pivot camera and fixed camera
// Toggle viewpoint between VIEWPOINT_LOCKED and VIEWPOINT_PIVOT
Play_SetViewpoint(play, play->unk_1242B ^ 3);
}
}
Play_RequestViewpointBgCam(play);
}
PLAY_LOG(3708);
SkyboxDraw_Update(&play->skyboxCtx);
PLAY_LOG(3716);
if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) {
PLAY_LOG(3721);
KaleidoScopeCall_Update(play);
} else if (play->gameOverCtx.state != GAMEOVER_INACTIVE) {
PLAY_LOG(3727);
GameOver_Update(play);
} else {
PLAY_LOG(3733);
Message_Update(play);
}
PLAY_LOG(3737);
PLAY_LOG(3742);
Interface_Update(play);
PLAY_LOG(3765);
AnimationContext_Update(play, &play->animationCtx);
PLAY_LOG(3771);
SoundSource_UpdateAll(play);
PLAY_LOG(3777);
ShrinkWindow_Update(R_UPDATE_RATE);
PLAY_LOG(3783);
TransitionFade_Update(&play->transitionFade, R_UPDATE_RATE);
} else {
goto skip;
}
}
PLAY_LOG(3799);
skip:
PLAY_LOG(3801);
if (!isPaused || gDbgCamEnabled) {
s32 i;
play->nextCamera = play->activeCamera;
PLAY_LOG(3806);
for (i = 0; i < NUM_CAMS; i++) {
if ((i != play->nextCamera) && (play->cameraPtrs[i] != NULL)) {
PLAY_LOG(3809);
Camera_Update(play->cameraPtrs[i]);
}
}
Camera_Update(play->cameraPtrs[play->nextCamera]);
PLAY_LOG(3814);
}
PLAY_LOG(3816);
Environment_Update(play, &play->envCtx, &play->lightCtx, &play->pauseCtx, &play->msgCtx, &play->gameOverCtx,
play->state.gfxCtx);
}
void Play_DrawOverlayElements(PlayState* play) {
if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) {
KaleidoScopeCall_Draw(play);
}
if (gSaveContext.gameMode == GAMEMODE_NORMAL) {
Interface_Draw(play);
}
Message_Draw(play);
if (play->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_FadeInLights(play);
}
}
void Play_Draw(PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
Lights* sp228;
Vec3f sp21C;
// #region SOH [Port] Frame buffer effects for pause menu
// Track render size when paused and that a copy was performed
static u32 lastPauseWidth;
static u32 lastPauseHeight;
static u8 hasCapturedPauseBuffer;
u8 recapturePauseBuffer = false;
// If the size has changed or dropped frames leading to the buffer not being copied,
// set the prerender state back to setup to copy a new frame.
// This requires not rendering kaleido during this copy to avoid kaleido being copied
if ((R_PAUSE_MENU_MODE == 2 || R_PAUSE_MENU_MODE == 3) &&
(lastPauseWidth != OTRGetGameRenderWidth() || lastPauseHeight != OTRGetGameRenderHeight() ||
!hasCapturedPauseBuffer)) {
R_PAUSE_MENU_MODE = 1;
recapturePauseBuffer = true;
}
// #endregion
OPEN_DISPS(gfxCtx);
gSegments[4] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x04, play->objectCtx.status[play->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, play->objectCtx.status[play->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, play->objectCtx.status[play->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x02, play->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, play->sceneSegment);
gSPSegment(OVERLAY_DISP++, 0x02, play->sceneSegment);
Gfx_SetupFrame(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP);
POLY_XLU_DISP = Play_SetFog(play, POLY_XLU_DISP);
POLY_KAL_DISP = Play_SetFog(play, POLY_KAL_DISP);
func_800AA460(&play->view, play->view.fovy, play->view.zNear, play->lightCtx.fogFar);
func_800AAA50(&play->view, 15);
// Flip the projections and invert culling for the OPA and XLU display buffers
// These manage the world and effects when we are not drawing kaleido
if (R_PAUSE_MENU_MODE <= 1 && CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) {
gSPSetExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
gSPSetExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
gSPMatrix(POLY_OPA_DISP++, play->view.projectionFlippedPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(POLY_XLU_DISP++, play->view.projectionFlippedPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(POLY_OPA_DISP++, play->view.viewingPtr, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
gSPMatrix(POLY_XLU_DISP++, play->view.viewingPtr, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
}
// The billboard matrix temporarily stores the viewing matrix
Matrix_MtxToMtxF(&play->view.viewing, &play->billboardMtxF);
Matrix_MtxToMtxF(&play->view.projection, &play->viewProjectionMtxF);
Matrix_Mult(&play->viewProjectionMtxF, MTXMODE_NEW);
// The billboard is still a viewing matrix at this stage
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_Get(&play->viewProjectionMtxF);
play->billboardMtxF.mf[0][3] = play->billboardMtxF.mf[1][3] = play->billboardMtxF.mf[2][3] =
play->billboardMtxF.mf[3][0] = play->billboardMtxF.mf[3][1] = play->billboardMtxF.mf[3][2] = 0.0f;
// This transpose is where the viewing matrix is properly converted into a billboard matrix
Matrix_Transpose(&play->billboardMtxF);
play->billboardMtx = Matrix_MtxFToMtx(MATRIX_CHECKFLOATS(&play->billboardMtxF),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
gSPSegment(POLY_OPA_DISP++, 0x01, play->billboardMtx);
if ((HREG(80) != 10) || (HREG(92) != 0)) {
Gfx* gfxP;
Gfx* sp1CC = POLY_OPA_DISP;
gfxP = Graph_GfxPlusOne(sp1CC);
gSPDisplayList(OVERLAY_DISP++, gfxP);
gSPGrayscale(gfxP++, false);
if ((play->transitionMode == TRANS_MODE_INSTANCE_RUNNING) ||
(play->transitionMode == TRANS_MODE_INSTANCE_WAIT) ||
(play->transitionCtx.transitionType >= TRANS_TYPE_MAX)) {
View view;
View_Init(&view, gfxCtx);
view.flags = 2 | 8;
SET_FULLSCREEN_VIEWPORT(&view);
func_800AB9EC(&view, 15, &gfxP);
play->transitionCtx.draw(&play->transitionCtx.data, &gfxP);
}
TransitionFade_Draw(&play->transitionFade, &gfxP);
if (gVisMonoColor.a > 0) {
gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&gPlayVisMono, &gfxP);
}
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
POLY_OPA_DISP = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = POLY_OPA_DISP;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
POLY_OPA_DISP = sp88;
goto Play_Draw_DrawOverlayElements;
}
PreRender_SetValues(&play->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer);
if (R_PAUSE_MENU_MODE == 2) {
// Wait for the previous frame's display list to be processed,
// so that `pauseBgPreRender.fbufSave` and `pauseBgPreRender.cvgSave` are filled with the appropriate
// content and can be used by `PreRender_ApplyFilters` below.
MsgEvent_SendNullTask();
PreRender_Calc(&play->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* gfxP = POLY_OPA_DISP;
// SOH [Port] Draw game framebuffer using our custom handling
//func_800C24BC(&play->pauseBgPreRender, &gfxP);
FB_DrawFromFramebuffer(&gfxP, gPauseFrameBuffer, 255);
POLY_OPA_DISP = gfxP;
goto Play_Draw_DrawOverlayElements;
}
if ((HREG(80) != 10) || (HREG(83) != 0)) {
if (play->skyboxId && (play->skyboxId != SKYBOX_UNSET_1D) && !play->envCtx.skyboxDisabled) {
if ((play->skyboxId == SKYBOX_NORMAL_SKY) || (play->skyboxId == SKYBOX_CUTSCENE_MAP)) {
Environment_UpdateSkybox(play, play->skyboxId, &play->envCtx, &play->skyboxCtx);
SkyboxDraw_Draw(&play->skyboxCtx, gfxCtx, play->skyboxId, play->envCtx.skyboxBlend,
play->view.eye.x, play->view.eye.y, play->view.eye.z);
} else if (play->skyboxCtx.unk_140 == 0) {
SkyboxDraw_Draw(&play->skyboxCtx, gfxCtx, play->skyboxId, 0, play->view.eye.x, play->view.eye.y,
play->view.eye.z);
}
}
}
if ((HREG(80) != 10) || (HREG(90) & 2)) {
if (!play->envCtx.sunMoonDisabled) {
Environment_DrawSunAndMoon(play);
}
}
if ((HREG(80) != 10) || (HREG(90) & 1)) {
Environment_DrawSkyboxFilters(play);
}
if ((HREG(80) != 10) || (HREG(90) & 4)) {
Environment_UpdateLightningStrike(play);
Environment_DrawLightning(play, 0);
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
sp228 = LightContext_NewLights(&play->lightCtx, gfxCtx);
Lights_BindAll(sp228, play->lightCtx.listHead, NULL);
Lights_Draw(sp228, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
if (VREG(94) == 0) {
s32 roomDrawFlags;
if (HREG(80) != 10) {
roomDrawFlags = 3;
} else {
roomDrawFlags = HREG(84);
}
Scene_Draw(play);
Room_Draw(play, &play->roomCtx.curRoom, roomDrawFlags & 3);
Room_Draw(play, &play->roomCtx.prevRoom, roomDrawFlags & 3);
}
}
if ((HREG(80) != 10) || (HREG(83) != 0)) {
if ((play->skyboxCtx.unk_140 != 0) &&
(GET_ACTIVE_CAM(play)->setting != CAM_SET_PREREND_FIXED)) {
Vec3f quakeOffset;
Camera_GetSkyboxOffset(&quakeOffset, GET_ACTIVE_CAM(play));
SkyboxDraw_Draw(&play->skyboxCtx, gfxCtx, play->skyboxId, 0, play->view.eye.x + quakeOffset.x,
play->view.eye.y + quakeOffset.y, play->view.eye.z + quakeOffset.z);
}
}
if (play->envCtx.unk_EE[1] != 0) {
Environment_DrawRain(play, &play->view, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
Environment_FillScreen(gfxCtx, 0, 0, 0, play->unk_11E18, FILL_SCREEN_OPA);
}
if ((HREG(80) != 10) || (HREG(85) != 0)) {
func_800315AC(play, &play->actorCtx);
}
if ((HREG(80) != 10) || (HREG(86) != 0)) {
if (!play->envCtx.sunMoonDisabled) {
sp21C.x = play->view.eye.x + play->envCtx.sunPos.x;
sp21C.y = play->view.eye.y + play->envCtx.sunPos.y;
sp21C.z = play->view.eye.z + play->envCtx.sunPos.z;
Environment_DrawSunLensFlare(play, &play->envCtx, &play->view, gfxCtx, sp21C, 0);
}
Environment_DrawCustomLensFlare(play);
}
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 (play->envCtx.fillScreen) {
case 1:
Environment_FillScreen(gfxCtx, play->envCtx.screenFillColor[0], play->envCtx.screenFillColor[1],
play->envCtx.screenFillColor[2], play->envCtx.screenFillColor[3],
FILL_SCREEN_OPA | FILL_SCREEN_XLU);
break;
default:
break;
}
}
if ((HREG(80) != 10) || (HREG(88) != 0)) {
if (play->envCtx.sandstormState != SANDSTORM_OFF) {
Environment_DrawSandstorm(play, play->envCtx.sandstormState);
}
}
if ((HREG(80) != 10) || (HREG(93) != 0)) {
DebugDisplay_DrawObjects(play);
}
if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) {
Gfx* gfxP = OVERLAY_DISP;
// Copy the frame buffer contents at this point in the display list to the zbuffer
// The zbuffer must then stay untouched until unpausing
play->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
play->pauseBgPreRender.fbufSave = (u16*)gZBuffer;
// SOH [Port] Use our custom copy method instead of the prerender system
// func_800C1F20(&play->pauseBgPreRender, &gfxP);
if (R_PAUSE_MENU_MODE == 1) {
play->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer;
// func_800C20B4(&play->pauseBgPreRender, &gfxP);
R_PAUSE_MENU_MODE = 2;
// #region SOH [Port] Custom handling for pause prerender background capture
lastPauseWidth = OTRGetGameRenderWidth();
lastPauseHeight = OTRGetGameRenderHeight();
hasCapturedPauseBuffer = false;
FB_CopyToFramebuffer(&gfxP, 0, gPauseFrameBuffer, false, &hasCapturedPauseBuffer);
// Set the state back to ready after the recapture is done
if (recapturePauseBuffer) {
R_PAUSE_MENU_MODE = 3;
}
// #endregion
} else {
gTrnsnUnkState = 2;
}
OVERLAY_DISP = gfxP;
play->unk_121C7 = 2;
SREG(33) |= 1;
// SOH [Port] Continue to render the post world for pausing to avoid flashing the HUD
if (gTrnsnUnkState == 2) {
goto Play_Draw_skip;
}
}
// Draw Enhancements that need to be placed in the world. This happens before the PostWorldDraw
// so that they aren't drawn when the pause menu is up (e.g. collision viewer, actor name tags)
GameInteractor_ExecuteOnPlayDrawEnd();
Play_Draw_DrawOverlayElements:
if ((HREG(80) != 10) || (HREG(89) != 0)) {
Play_DrawOverlayElements(play);
}
// Reset the inverted culling
if (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) {
gSPClearExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
gSPClearExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
}
}
Play_Draw_skip:
if (play->view.unk_124 != 0) {
Camera_Update(GET_ACTIVE_CAM(play));
func_800AB944(&play->view);
play->view.unk_124 = 0;
if (play->skyboxId && (play->skyboxId != SKYBOX_UNSET_1D) && !play->envCtx.skyboxDisabled) {
SkyboxDraw_UpdateMatrix(&play->skyboxCtx, play->view.eye.x, play->view.eye.y, play->view.eye.z);
}
}
Camera_Finish(GET_ACTIVE_CAM(play));
CLOSE_DISPS(gfxCtx);
Interface_DrawTotalGameplayTimer(play);
}
time_t Play_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 Play_Main(GameState* thisx) {
PlayState* play = (PlayState*)thisx;
// Decrease the easy pause buffer timer every frame
if (CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) > 0) {
CVarSetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) - 1);
}
if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger("gLetItSnow", 0)) {
play->envCtx.unk_EE[3] = 64;
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
}
D_8012D1F8 = &play->state.input[0];
DebugDisplay_Init();
PLAY_LOG(4556);
if ((HREG(80) == 10) && (HREG(94) != 10)) {
HREG(81) = 1;
HREG(82) = 1;
HREG(83) = 1;
HREG(84) = 3;
HREG(85) = 1;
HREG(86) = 1;
HREG(87) = 1;
HREG(88) = 1;
HREG(89) = 1;
HREG(90) = 15;
HREG(91) = 1;
HREG(92) = 1;
HREG(93) = 1;
HREG(94) = 10;
}
if ((HREG(80) != 10) || (HREG(81) != 0)) {
Play_Update(play);
}
PLAY_LOG(4583);
FrameInterpolation_StartRecord();
Play_Draw(play);
FrameInterpolation_StopRecord();
PLAY_LOG(4587);
if (CVarGetInteger(CVAR_CHEAT("TimeSync"), 0)) {
const int maxRealDaySeconds = 86400;
const int maxInGameDayTicks = 65536;
int secs = (int)Play_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 Play_InCsMode(PlayState* play) {
return (play->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(play);
}
f32 func_800BFCB8(PlayState* play, MtxF* mf, Vec3f* pos) {
CollisionPoly poly;
f32 temp1;
f32 temp2;
f32 temp3;
f32 floorY = BgCheck_AnyRaycastFloor1(&play->colCtx, &poly, pos);
if (floorY > BGCHECK_Y_MIN) {
f32 nx = COLPOLY_GET_NORMAL(poly.normal.x);
f32 ny = COLPOLY_GET_NORMAL(poly.normal.y);
f32 nz = COLPOLY_GET_NORMAL(poly.normal.z);
s32 pad[5];
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 = pos->x;
mf->yw = floorY;
mf->zw = pos->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 = pos->x;
mf->yw = pos->y;
mf->zw = pos->z;
mf->ww = 1.0f;
}
return floorY;
}
void* Play_LoadFile(PlayState* play, RomFile* file) {
size_t size;
void* allocp;
size = file->vromEnd - file->vromStart;
allocp = GAMESTATE_ALLOC_MC(&play->state, size);
DmaMgr_SendRequest1(allocp, file->vromStart, size, __FILE__, __LINE__);
return allocp;
}
void Play_InitEnvironment(PlayState* play, s16 skyboxId) {
Skybox_Init(&play->state, &play->skyboxCtx, skyboxId);
Environment_Init(play, &play->envCtx, 0);
}
void Play_InitScene(PlayState* play, s32 spawn) {
play->curSpawn = spawn;
play->linkActorEntry = NULL;
play->unk_11DFC = NULL;
play->setupEntranceList = NULL;
play->setupExitList = NULL;
play->cUpElfMsgs = NULL;
play->setupPathList = NULL;
play->numSetupActors = 0;
Object_InitBank(play, &play->objectCtx);
LightContext_Init(play, &play->lightCtx);
TransitionActor_InitContext(&play->state, &play->transiActorCtx);
func_80096FD4(play, &play->roomCtx.curRoom);
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(play, play->sceneSegment);
Play_InitEnvironment(play, play->skyboxId);
}
void Play_SpawnScene(PlayState* play, s32 sceneId, s32 spawn) {
uint8_t mqMode = CVarGetInteger(CVAR_GENERAL("BetterDebugWarpScreenMQMode"), WARP_MODE_OVERRIDE_OFF);
int16_t mqModeScene = CVarGetInteger(CVAR_GENERAL("BetterDebugWarpScreenMQModeScene"), -1);
if (mqMode != WARP_MODE_OVERRIDE_OFF && sceneId != mqModeScene) {
CVarClear(CVAR_GENERAL("BetterDebugWarpScreenMQMode"));
CVarClear(CVAR_GENERAL("BetterDebugWarpScreenMQModeScene"));
}
OTRPlay_SpawnScene(play, sceneId, spawn);
}
void func_800C016C(PlayState* play, Vec3f* src, Vec3f* dest) {
f32 w;
Matrix_Mult(&play->viewProjectionMtxF, MTXMODE_NEW);
Matrix_MultVec3f(src, dest);
w = play->viewProjectionMtxF.ww + (play->viewProjectionMtxF.wx * src->x + play->viewProjectionMtxF.wy * src->y +
play->viewProjectionMtxF.wz * src->z);
dest->x = (SCREEN_WIDTH / 2) + ((dest->x / w) * (SCREEN_WIDTH / 2));
dest->y = (SCREEN_HEIGHT / 2) - ((dest->y / w) * (SCREEN_HEIGHT / 2));
}
s16 Play_CreateSubCamera(PlayState* play) {
s16 i;
for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) {
if (play->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);
play->cameraPtrs[i] = &play->subCameras[i - SUBCAM_FIRST];
Camera_Init(play->cameraPtrs[i], &play->view, &play->colCtx, play);
play->cameraPtrs[i]->thisIdx = i;
return i;
}
s16 Play_GetActiveCamId(PlayState* play) {
return play->activeCamera;
}
s16 Play_ChangeCameraStatus(PlayState* play, s16 camId, s16 status) {
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
if (status == CAM_STAT_ACTIVE) {
play->activeCamera = camIdx;
}
return Camera_ChangeStatus(play->cameraPtrs[camIdx], status);
}
void Play_ClearCamera(PlayState* play, s16 camId) {
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
if (camIdx == MAIN_CAM) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST);
}
if (play->cameraPtrs[camIdx] != NULL) {
Camera_ChangeStatus(play->cameraPtrs[camIdx], CAM_STAT_UNK100);
play->cameraPtrs[camIdx] = NULL;
osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " clear sub camera [%d] " VT_BGCOL(
CYAN) " " VT_RST "\n",
camIdx);
} else {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: camera No.%d already cleared\n" VT_RST, camIdx);
}
}
void Play_ClearAllSubCameras(PlayState* play) {
s16 i;
for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) {
if (play->cameraPtrs[i] != NULL) {
Play_ClearCamera(play, i);
}
}
play->activeCamera = MAIN_CAM;
}
Camera* Play_GetCamera(PlayState* play, s16 camId) {
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
return play->cameraPtrs[camIdx];
}
s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye) {
s32 ret = 0;
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
Camera* camera = play->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, eye);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->atLERPStepScale = 0.01f;
return ret;
}
s32 Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 ret = 0;
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
Camera* camera = play->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, eye);
ret <<= 1;
ret |= Camera_SetParam(camera, 4, up);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->atLERPStepScale = 0.01f;
return ret;
}
s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov) {
s32 ret = Camera_SetParam(play->cameraPtrs[camId], 0x20, &fov) & 1;
return ret;
}
s32 Play_SetCameraRoll(PlayState* play, s16 camId, s16 roll) {
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
Camera* camera = play->cameraPtrs[camIdx];
camera->roll = roll;
return 1;
}
void Play_CopyCamera(PlayState* play, s16 camId1, s16 camId2) {
s16 camIdx2 = (camId2 == SUBCAM_ACTIVE) ? play->activeCamera : camId2;
s16 camIdx1 = (camId1 == SUBCAM_ACTIVE) ? play->activeCamera : camId1;
Camera_Copy(play->cameraPtrs[camIdx1], play->cameraPtrs[camIdx2]);
}
s32 func_800C0808(PlayState* play, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
camera = play->cameraPtrs[camIdx];
Camera_InitPlayerSettings(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(play, camId), setting);
}
void func_800C08AC(PlayState* play, s16 camId, s16 arg2) {
s16 camIdx = (camId == SUBCAM_ACTIVE) ? play->activeCamera : camId;
s16 i;
Play_ClearCamera(play, camIdx);
for (i = SUBCAM_FIRST; i < NUM_CAMS; i++) {
if (play->cameraPtrs[i] != NULL) {
osSyncPrintf(
VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
i);
Play_ClearCamera(play, i);
}
}
if (arg2 <= 0) {
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_ACTIVE);
play->cameraPtrs[MAIN_CAM]->childCamIdx = play->cameraPtrs[MAIN_CAM]->parentCamIdx = SUBCAM_FREE;
} else {
OnePointCutscene_Init(play, 1020, arg2, NULL, MAIN_CAM);
}
}
s16 Play_CameraGetUID(PlayState* play, s16 camId) {
Camera* camera = play->cameraPtrs[camId];
if (camera != NULL) {
return camera->uid;
} else {
return -1;
}
}
s16 func_800C09D8(PlayState* play, s16 camId, s16 arg2) {
Camera* camera = play->cameraPtrs[camId];
if (camera != NULL) {
return 0;
} else if (camera->uid != arg2) {
return 0;
} else if (camera->status != CAM_STAT_ACTIVE) {
return 2;
} else {
return 1;
}
}
void Play_SaveSceneFlags(PlayState* play) {
SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[play->sceneNum];
savedSceneFlags->chest = play->actorCtx.flags.chest;
savedSceneFlags->swch = play->actorCtx.flags.swch;
savedSceneFlags->clear = play->actorCtx.flags.clear;
savedSceneFlags->collect = play->actorCtx.flags.collect;
}
void Play_SetRespawnData(PlayState* play, 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 = play->actorCtx.flags.tempSwch;
respawnData->tempCollectFlags = play->actorCtx.flags.tempCollect;
}
void Play_SetupRespawnPoint(PlayState* play, s32 respawnMode, s32 playerParams) {
Player* player = GET_PLAYER(play);
s32 entranceIndex;
s8 roomIndex;
if ((play->sceneNum != SCENE_FAIRYS_FOUNTAIN) && (play->sceneNum != SCENE_GROTTOS)) {
roomIndex = play->roomCtx.curRoom.num;
entranceIndex = gSaveContext.entranceIndex;
Play_SetRespawnData(play, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
}
}
void Play_TriggerVoidOut(PlayState* play) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = play->actorCtx.flags.tempSwch;
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = play->actorCtx.flags.tempCollect;
gSaveContext.respawnFlag = 1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
play->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_LoadToLastEntrance(PlayState* play) {
gSaveContext.respawnFlag = -1;
play->transitionTrigger = TRANS_TRIGGER_START;
if ((play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) ||
(play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
(play->sceneNum == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) || (play->sceneNum == SCENE_GANON_BOSS)) {
play->nextEntranceIndex = ENTR_GANONS_TOWER_COLLAPSE_EXTERIOR_0;
Item_Give(play, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_13) ||
(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_15)) {
play->nextEntranceIndex = ENTR_HYRULE_FIELD_CENTER_EXIT;
} else {
play->nextEntranceIndex = gSaveContext.entranceIndex;
}
play->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_TriggerRespawn(PlayState* play) {
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
Play_LoadToLastEntrance(play);
}
s32 func_800C0CB8(PlayState* play) {
return (play->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
(YREG(15) != 0x40) && (play->sceneNum != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
}
s32 FrameAdvance_IsEnabled(PlayState* play) {
return !!play->frameAdvCtx.enabled;
}
s32 func_800C0D34(PlayState* play, Actor* actor, s16* yaw) {
TransitionActorEntry* transitionActor;
s32 frontRoom;
if (actor->category != ACTORCAT_DOOR) {
return 0;
}
transitionActor = &play->transiActorCtx.list[(u16)actor->params >> 10];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {
return 0;
}
if (frontRoom == actor->room) {
*yaw = actor->shape.rot.y;
} else {
*yaw = actor->shape.rot.y + 0x8000;
}
return 1;
}
s32 func_800C0DB4(PlayState* play, Vec3f* pos) {
WaterBox* waterBox;
CollisionPoly* poly;
Vec3f waterSurfacePos;
s32 bgId;
waterSurfacePos = *pos;
if (WaterBox_GetSurface1(play, &play->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
&waterBox) == true &&
pos->y < waterSurfacePos.y &&
BgCheck_EntityRaycastFloor3(&play->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
return true;
} else {
return false;
}
}
void Play_PerformSave(PlayState* play) {
if (play != NULL && gSaveContext.fileNum != 0xFF) {
Play_SaveSceneFlags(play);
gSaveContext.savedSceneNum = play->sceneNum;
// Track values from temp B
uint8_t prevB = gSaveContext.equips.buttonItems[0];
uint8_t prevStatus = gSaveContext.buttonStatus[0];
// Replicate the B button restore from minigames/epona that kaleido does
if (gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT ||
gSaveContext.equips.buttonItems[0] == ITEM_BOW ||
gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU ||
gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE ||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE && !Flags_GetInfTable(INFTABLE_SWORDLESS))) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
}
Save_SaveFile();
// Restore temp B values back
gSaveContext.equips.buttonItems[0] = prevB;
gSaveContext.buttonStatus[0] = prevStatus;
uint8_t triforceHuntCompleted =
IS_RANDO &&
gSaveContext.triforcePiecesCollected == (Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED) + 1) &&
Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT);
if (CVarGetInteger(CVAR_ENHANCEMENT("Autosave"), AUTOSAVE_OFF) != AUTOSAVE_OFF || triforceHuntCompleted) {
Overlay_DisplayText(3.0f, "Game Saved");
}
}
}