Files
mm/src/code/z_game_over.c
T
Derek Hensley ab8d34b8dc Play (2 NON_MATCHINGS) (#1109)
* Bring over progress from another branch

Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>

* cleanup, fake match Play_Init

* small fixes

* Some small cleanup

* Match func_80165460 (from debug)

* Match func_80165658

* Match func_80165DB8, func_80165DCC, func_80165DF0, func_80165E04

* Match func_80167DE4 (from debug)

* Match func_80167F0C

* Match func_80168DAC

* Matched func_80169100

* Matched func_801691F0

* import D_801DFA18

* match Play_Main thanks to debug

* cleanup

* synray does it again

* add docs from debug

* fix func_801656A4

* more docs and cleanup

* Match func_80166B30 and diff fake match in Init

* import transition docs from OoT

* Play Update, sort of

* cleanup Play_Update

* more cleanup

* slightly more docs

* small docs

* Play_Draw WIP Thanks @petrie911

* progress?

* two more matches

* format

* misc play docs

* transitions cleanup

* Motion Blur

* Transitions

* Fog

* Bombers notebook + small cleanup

* bss

* Camera Functions

* Picto functions

* Init

* MotionBlur Clean up

* Floor Surface

* Pictographs some more

* regs

* fix circular dependency problem

* Cleanup PR commits outside play

* namefixer

* PR picto

* PR audio

* PR small clean ups

* debug strings

* Picto defines

* bss

* enums

* remove void

* typedefs

* Hireso -> BombersNotebook

* bss comments

* bss and I8/I5 functions

* Smaller PR comments

* Transitions

* Combine enums

* Revert "Combine enums"

This reverts commit 0da1ebcaed.

* Fix Transition defines

* RGBA16 macros

* Unname

* worldCoverAlpha

* Rename Update and Draw

* PR review, plus annotate bug

* Clean up nonmatchings with a closer DrawGame

* Format

* New macros

* UpdateMain and DrawMain

* Fix merge

* Small cleanups from PR

* zFar

* Intensity macros

* Format

* Remove bss comments

* Compression/decompression

* Small cleanup

* Format

* More PR cleanup

* Cleanup picto stuff

* format

* Fix compression comments

* Play processes state enums DONE -> READY

* cutscene comment

* fix bss

Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: angie <angheloalf95@gmail.com>
2023-01-14 12:18:13 -03:00

120 lines
4.5 KiB
C

#include "global.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
void GameOver_Init(PlayState* play) {
play->gameOverCtx.state = GAMEOVER_INACTIVE;
}
void GameOver_FadeLights(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
Kankyo_FadeInGameOverLights(play);
}
}
static s16 sGameOverTimer = 0;
void GameOver_Update(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
s16 timerId;
switch (gameOverCtx->state) {
case GAMEOVER_DEATH_START:
func_801477B4(play);
for (timerId = 0; timerId < TIMER_ID_MAX; timerId++) {
gSaveContext.timerStates[timerId] = TIMER_STATE_OFF;
}
CLEAR_EVENTINF_ALT(EVENTINF_10);
if (CUR_FORM == 0) {
if (CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_KOKIRI &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_RAZOR &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_GILDED &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_DEITY) {
if (gSaveContext.buttonStatus[EQUIP_SLOT_B] != BTN_ENABLED) {
CUR_FORM_EQUIP(EQUIP_SLOT_B) = gSaveContext.buttonStatus[EQUIP_SLOT_B];
} else {
CUR_FORM_EQUIP(EQUIP_SLOT_B) = ITEM_NONE;
}
}
}
gSaveContext.unk_3DC0 = 2000;
gSaveContext.save.playerData.tatlTimer = 0;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.ambienceId = AMBIENCE_ID_DISABLED;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
gSaveContext.eventInf[3] = 0;
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_LEFT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_DOWN] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_RIGHT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_A] = BTN_ENABLED;
gSaveContext.hudVisibilityForceButtonAlphasByStatus = false;
gSaveContext.nextHudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibilityTimer = 0;
Kankyo_InitGameOverLights(play);
sGameOverTimer = 20;
Rumble_Request(0.0f, 126, 124, 63);
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_FADE_OUT:
if (Audio_GetActiveSequence(SEQ_PLAYER_FANFARE) != NA_BGM_GAME_OVER) {
func_80169F78(&play->state);
if (gSaveContext.respawnFlag != -7) {
gSaveContext.respawnFlag = -6;
}
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
gSaveContext.save.playerData.health = 0x30;
gameOverCtx->state++;
if (INV_CONTENT(ITEM_MASK_DEKU) == ITEM_MASK_DEKU) {
gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
gSaveContext.save.equippedMask = PLAYER_MASK_NONE;
}
Rumble_StateReset();
}
break;
case GAMEOVER_REVIVE_START:
gameOverCtx->state++;
sGameOverTimer = 0;
Kankyo_InitGameOverLights(play);
ShrinkWindow_Letterbox_SetSizeTarget(32);
break;
case GAMEOVER_REVIVE_RUMBLE:
sGameOverTimer = 50;
gameOverCtx->state++;
Rumble_Request(0.0f, 126, 124, 63);
break;
case GAMEOVER_REVIVE_WAIT_GROUND:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 64;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_WAIT_FAIRY:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 50;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_FADE_OUT:
Kankyo_FadeOutGameOverLights(play);
sGameOverTimer--;
if (sGameOverTimer == 0) {
gameOverCtx->state = GAMEOVER_INACTIVE;
}
break;
}
}