mm/src/code/z_demo.c

1653 lines
58 KiB
C

#include "prevent_bss_reordering.h"
#include "global.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
void Cutscene_DoNothing(PlayState* play, CutsceneContext* csCtx);
void func_800EA258(PlayState* play, CutsceneContext* csCtx);
void func_800ED9C4(PlayState* play, CutsceneContext* csCtx);
void func_800EA2B8(PlayState* play, CutsceneContext* csCtx);
void func_800ED980(PlayState* play, CutsceneContext* csCtx);
void func_800EDA04(PlayState* play, CutsceneContext* csCtx);
void func_800EDA84(PlayState* play, CutsceneContext* csCtx);
// Unused
UNK_TYPE4 D_801BB120 = 0;
u16 D_801BB124 = 0;
u16 D_801BB128 = 0;
u8 D_801BB12C = 0;
u8 sCutsceneStoredPlayerForm = 0;
// bss
#ifndef NON_MATCHING
static u16 seqId;
#endif
s16 sCutsceneQuakeIndex;
DbCameraUnkStruct sCutsceneCameraInfo;
u16 D_801F4DC8[10];
UNK_TYPE D_801F4DDC;
u8 D_801F4DE0;
s16 D_801F4DE2;
void Cutscene_Init(PlayState* play, CutsceneContext* csCtx) {
s32 i;
csCtx->state = CS_STATE_0;
csCtx->frames = 0;
csCtx->unk_0C = 0.0f;
play->csCtx.sceneCsCount = 0;
play->csCtx.currentCsIndex = 0;
for (i = 0; i < ARRAY_COUNT(D_801F4DC8); i++) {
D_801F4DC8[i] = 0;
}
D_801F4DE0 = 0;
Audio_SetCutsceneFlag(false);
}
void Cutscene_Start(PlayState* play, CutsceneContext* csCtx) {
csCtx->state = CS_STATE_1;
csCtx->playerAction = NULL;
}
void Cutscene_End(PlayState* play, CutsceneContext* csCtx) {
if (csCtx->state != CS_STATE_4) {
csCtx->state = CS_STATE_3;
}
}
typedef void (*CutsceneStateHandler)(PlayState* play, CutsceneContext* csCtx);
CutsceneStateHandler sCsStateHandlers1[] = {
Cutscene_DoNothing, // CS_STATE_0
func_800EA258, // CS_STATE_1
Cutscene_DoNothing, // CS_STATE_2
func_800ED9C4, // CS_STATE_3
Cutscene_DoNothing, // CS_STATE_4
};
void Cutscene_Update1(PlayState* play, CutsceneContext* csCtx) {
if (gSaveContext.save.cutscene < 0xFFF0) {
sCsStateHandlers1[csCtx->state](play, csCtx);
}
}
CutsceneStateHandler sCsStateHandlers2[] = {
Cutscene_DoNothing, // CS_STATE_0
func_800EA2B8, // CS_STATE_1
func_800ED980, // CS_STATE_2
func_800EDA04, // CS_STATE_3
func_800ED980, // CS_STATE_4
};
void Cutscene_Update2(PlayState* play, CutsceneContext* csCtx) {
if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
gSaveContext.cutsceneTrigger = 0;
}
if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_0)) {
gSaveContext.save.cutscene = 0xFFFD;
gSaveContext.cutsceneTrigger = 1;
}
if (gSaveContext.save.cutscene >= 0xFFF0) {
func_800EDA84(play, csCtx);
sCsStateHandlers2[csCtx->state](play, csCtx);
}
}
void Cutscene_DoNothing(PlayState* play, CutsceneContext* csCtx) {
}
s32 func_800EA220(PlayState* play, CutsceneContext* csCtx, f32 target) {
return Math_StepToF(&csCtx->unk_0C, target, 0.1f);
}
void func_800EA258(PlayState* play, CutsceneContext* csCtx) {
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_Letterbox_SetSizeTarget(32);
if (func_800EA220(play, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(true);
csCtx->state++;
}
}
void func_800EA2B8(PlayState* play, CutsceneContext* csCtx) {
func_800ED980(play, csCtx);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_Letterbox_SetSizeTarget(32);
if (func_800EA220(play, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(true);
csCtx->state++;
}
}
/* Start of command handling section */
// Command 0x96: Miscellaneous commands.
void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
static u16 D_801BB15C = 0xFFFF;
Player* player = GET_PLAYER(play);
f32 progress;
u8 isStartFrame = false;
SceneTableEntry* loadedScene;
if ((csCtx->frames < cmd->startFrame) || ((csCtx->frames >= cmd->endFrame) && (cmd->endFrame != cmd->startFrame))) {
return;
}
progress = Environment_LerpWeight(cmd->endFrame - 1, cmd->startFrame, csCtx->frames);
if (csCtx->frames == cmd->startFrame) {
isStartFrame = true;
}
// TODO: consider creating an enum for this when we understand what each value does
switch (cmd->base) {
case 0x1:
if (isStartFrame) {
func_800FD78C(play);
play->envCtx.unk_F2[0] = 0x3C;
}
break;
case 0x2:
if (isStartFrame) {
Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_LIGHTNING, CHANNEL_IO_PORT_0, 0);
Environment_AddLightningBolts(play, 3);
D_801F4E68 = 1;
}
break;
case 0x3:
if (play->envCtx.lightSettings.zFar < 12800) {
play->envCtx.lightSettings.zFar += 35;
}
break;
case 0x4:
if (isStartFrame) {
play->envCtx.unk_19 = 1;
play->envCtx.unk_17 = 1;
play->envCtx.unk_18 = 0;
play->envCtx.unk_1A = 0x3C;
play->envCtx.unk_21 = 1;
play->envCtx.unk_1F = 0;
play->envCtx.unk_20 = 1;
play->envCtx.unk_24 = 0x3C;
play->envCtx.unk_22 = play->envCtx.unk_24;
}
break;
case 0x5:
if (isStartFrame && (csCtx->state != CS_STATE_4)) {
csCtx->state = CS_STATE_3;
}
break;
case 0x7:
if (isStartFrame) {
loadedScene = play->loadedScene;
if (loadedScene->titleTextId != 0) {
func_80151A68(play, loadedScene->titleTextId);
}
}
break;
case 0x8:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 6, 4, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
}
break;
case 0x9:
if (isStartFrame) {
Quake_Init();
}
break;
case 0xA:
gVisMonoColor.r = 255;
gVisMonoColor.g = 255;
gVisMonoColor.b = 255;
gVisMonoColor.a = 255 * progress;
break;
case 0xB:
gVisMonoColor.r = 255;
gVisMonoColor.g = 180;
gVisMonoColor.b = 100;
gVisMonoColor.a = 255 * progress;
break;
case 0xC:
play->roomCtx.curRoom.segment = NULL;
break;
case 0xD:
if (play->state.frames & 8) {
if (play->envCtx.lightSettings.ambientColor[0] < 40) {
play->envCtx.lightSettings.ambientColor[0] += 2;
play->envCtx.lightSettings.diffuseColor1[1] -= 3;
play->envCtx.lightSettings.diffuseColor1[2] -= 3;
}
} else {
if (play->envCtx.lightSettings.ambientColor[0] > 2) {
play->envCtx.lightSettings.ambientColor[0] -= 2;
play->envCtx.lightSettings.diffuseColor1[1] += 3;
play->envCtx.lightSettings.diffuseColor1[2] += 3;
}
}
break;
case 0xE:
play->haltAllActors = true;
break;
case 0xF:
play->haltAllActors = false;
break;
case 0x10:
if (isStartFrame) {
play->envCtx.sandstormState = 1;
}
func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG);
break;
case 0x11:
gSaveContext.sunsSongState = SUNSSONG_START;
break;
case 0x12:
if (!gSaveContext.save.isNight) {
gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)R_TIME_SPEED;
} else {
gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)(2 * R_TIME_SPEED);
}
break;
case 0x13:
AudioOcarina_PlayLongScarecrowAfterCredits();
csCtx->frames = cmd->startFrame - 1;
break;
case 0x14:
EnvFlags_Set(play, 3);
break;
case 0x15:
EnvFlags_Set(play, 4);
break;
case 0x16:
gSaveContext.save.playerForm = PLAYER_FORM_DEKU;
break;
case 0x17:
player->stateFlags2 |= PLAYER_STATE2_4000000;
break;
case 0x18:
player->stateFlags2 &= ~PLAYER_STATE2_4000000;
break;
case 0x19:
sCutsceneStoredPlayerForm = gSaveContext.save.playerForm;
gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
gSaveContext.save.equippedMask = PLAYER_MASK_NONE;
break;
case 0x1A:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 30000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 20, 10, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
}
break;
case 0x1B:
if (isStartFrame) {
play->nextEntrance = ENTRANCE(CUTSCENE, 0);
gSaveContext.nextCutsceneIndex = 0xFFF8;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
}
break;
case 0x1C:
if (isStartFrame) {
play->envCtx.unk_17 = 0xD;
}
break;
case 0x1D:
gSaveContext.save.playerForm = sCutsceneStoredPlayerForm;
break;
case 0x1E:
D_801F4DE0 = true;
break;
case 0x1F:
D_801F4DE0 = false;
break;
case 0x21:
if (isStartFrame) {
Sram_SaveSpecialEnterClockTown(play);
}
break;
case 0x22:
if (isStartFrame) {
func_80144A94(&play->sramCtx);
}
break;
case 0x23:
if (csCtx->frames != D_801BB15C) {
D_801BB15C = csCtx->frames;
if (R_TIME_SPEED != 0) {
gSaveContext.save.time = ((void)0, gSaveContext.save.time) + (u16)R_TIME_SPEED;
gSaveContext.save.time =
((void)0, gSaveContext.save.time) + (u16)((void)0, gSaveContext.save.timeSpeedOffset);
}
}
break;
case 0x24:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 2, 1, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
}
break;
case 0x26:
// Seems to be used to trigger "Dawn of A New Day"
gSaveContext.save.day = 9;
STOP_GAMESTATE(&play->state);
SET_NEXT_GAMESTATE(&play->state, DayTelop_Init, sizeof(DayTelopState));
Sram_SaveSpecialNewDay(play);
break;
case 0x27:
gSaveContext.save.playerForm = PLAYER_FORM_ZORA;
break;
case 0x28:
csCtx->frames = cmd->startFrame - 1;
break;
}
}
// Command 0x97: Set Environment Lighting
void Cutscene_Command_SetLighting(PlayState* play, CutsceneContext* csCtx, CsCmdEnvLighting* cmd) {
if (csCtx->frames == cmd->startFrame) {
if (cmd->setting != 0x20) {
play->envCtx.lightSettingOverride = cmd->setting - 1;
play->envCtx.lightBlend = 1.0f;
} else {
play->envCtx.lightSettingOverride = 0xFF;
}
}
}
// Command 0x12C: Plays a sequence (Background music or Fanfare)
void Cutscene_Command_PlaySequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceChange* cmd) {
if (csCtx->frames == cmd->startFrame) {
Audio_PlaySequenceInCutscene(cmd->sequence - 1);
}
}
// Command 0x12D: Stops a sequence (Background music or Fanfare)
void Cutscene_Command_StopSequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceChange* cmd) {
if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) {
Audio_StopSequenceInCutscene(cmd->sequence - 1);
}
}
// Command 0x9C: Fade a sequence (Background music or Fanfare) over duration
void Cutscene_Command_FadeSequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceFade* cmd) {
if ((csCtx->frames == cmd->startFrame) && (csCtx->frames < cmd->endFrame)) {
u8 fadeTimer = cmd->endFrame - cmd->startFrame;
if (cmd->type == 2) {
Audio_QueueSeqCmd((fadeTimer << 0x10) | 0x110000FF);
} else {
Audio_QueueSeqCmd((fadeTimer << 0x10) | NA_BGM_STOP);
}
}
}
// Command 0x12E: Play Ambience sequence
void Cutscene_Command_PlayAmbienceSequence(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if (csCtx->frames == cmd->startFrame) {
Audio_PlayAmbience(play->sequenceCtx.ambienceId);
}
}
// Command 0x130:
void func_800EAD48(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if (csCtx->frames == cmd->startFrame) {
// Audio_SetSfxReverbIndexExceptOcarinaBank
func_801A4428(2);
}
}
// Command 0x131:
void func_800EAD7C(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if (csCtx->frames == cmd->startFrame) {
// Audio_SetSfxReverbIndexExceptOcarinaBank
func_801A4428(1);
}
}
#ifdef NON_MATCHING
// needs in-function static bss
// audio related
void func_800EADB0(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
static u16 seqId;
u8 dayMinusOne;
if (csCtx->frames == cmd->startFrame) {
dayMinusOne = (gSaveContext.save.day - 1);
if (dayMinusOne >= 3) {
dayMinusOne = 0;
}
switch (cmd->base) {
case 1:
// func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_1);
func_801A246C(SEQ_PLAYER_BGM_MAIN, 1);
break;
case 2:
// func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_0);
func_801A246C(SEQ_PLAYER_BGM_MAIN, 0);
break;
case 3:
// func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_2);
func_801A246C(SEQ_PLAYER_BGM_MAIN, 2);
break;
case 4:
// func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_1);
func_801A246C(SEQ_PLAYER_AMBIENCE, 1);
break;
case 5:
// func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_0);
func_801A246C(SEQ_PLAYER_AMBIENCE, 0);
break;
case 6:
// func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_2);
func_801A246C(SEQ_PLAYER_AMBIENCE, 2);
break;
case 7:
seqId = Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN);
break;
case 8:
if (seqId != NA_BGM_DISABLED) {
Audio_PlaySceneSequence(seqId, dayMinusOne);
}
break;
}
}
}
#else
void func_800EADB0(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_demo/func_800EADB0.s")
#endif
// Command 0x12F: Fade Ambience sequence
void Cutscene_Command_FadeAmbienceSequence(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if (csCtx->frames == cmd->startFrame && csCtx->frames < cmd->endFrame) {
u8 fadeTimer = cmd->endFrame - cmd->startFrame;
Audio_QueueSeqCmd((fadeTimer << 0x10) | 0x140000FF);
}
}
// Command 0x190: Rumble
void Cutscene_Command_Rumble(PlayState* play, CutsceneContext* csCtx, CsCmdRumble* cmd) {
switch (cmd->type) {
case 1:
if (csCtx->frames == cmd->startFrame) {
Rumble_Request(0.0f, cmd->intensity, cmd->decayTimer, cmd->decayStep);
}
break;
case 2:
if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) {
if ((csCtx->frames == cmd->startFrame) || (play->state.frames % 64 == 0)) {
Rumble_Request(0.0f, cmd->intensity, cmd->decayTimer, cmd->decayStep);
}
}
break;
}
}
// Command 0x9B:
void Cutscene_Command_FadeColorScreen(PlayState* play, CutsceneContext* csCtx, CsCmdFadeScreen* cmd) {
if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) {
f32 alpha;
play->envCtx.fillScreen = true;
alpha = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames);
if (((cmd->unk0 == 1)) || (cmd->unk0 == 2)) {
play->envCtx.screenFillColor[0] = cmd->color.r;
play->envCtx.screenFillColor[1] = cmd->color.g;
play->envCtx.screenFillColor[2] = cmd->color.b;
if (cmd->unk0 == 2) {
play->envCtx.screenFillColor[3] = (1.0f - alpha) * 255.0f;
} else {
play->envCtx.screenFillColor[3] = 255.0f * alpha;
}
}
}
}
// Command 0x9D: Set Time of Day & Environment Time
void Cutscene_Command_SetTime(PlayState* play, CutsceneContext* csCtx, CsCmdDayTime* cmd) {
u16 nextTime;
u16 hourAsMinutes;
u16 minutes;
if (csCtx->frames == cmd->startFrame) {
hourAsMinutes = CLOCK_TIME_ALT_F(cmd->hour, 0);
minutes = CLOCK_TIME_ALT_F(0, cmd->minute + 1);
nextTime = hourAsMinutes + minutes;
gSaveContext.save.time = nextTime;
gSaveContext.skyboxTime = nextTime;
}
}
void Cutscene_TerminatorImpl(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
csCtx->state = CS_STATE_4;
Play_DisableMotionBlur();
Audio_SetCutsceneFlag(false);
gSaveContext.cutsceneTransitionControl = 1;
if ((gSaveContext.gameMode != 0) && (csCtx->frames != cmd->startFrame)) {
gSaveContext.hudVisibilityForceButtonAlphasByStatus = true;
}
gSaveContext.save.cutscene = 0;
if (cmd->base == 1) {
play->nextEntrance = play->csCtx.sceneCsList[play->csCtx.currentCsIndex].nextEntrance;
gSaveContext.nextCutsceneIndex = 0;
play->transitionTrigger = TRANS_TRIGGER_START;
if (gSaveContext.gameMode != 1) {
Scene_SetExitFade(play);
} else {
D_801BB12C++;
if (D_801BB12C >= 2) {
D_801BB12C = 0;
}
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
}
if ((play->nextEntrance & 0xF) > 0) {
gSaveContext.nextCutsceneIndex = (play->nextEntrance & 0xF) + 0xFFEF;
}
play->nextEntrance &= ~0xF;
}
}
// Command 0x15E
void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if (cmd->base == 1) {
if (csCtx->frames == cmd->startFrame) {
Cutscene_TerminatorImpl(play, csCtx, cmd);
}
} else if (cmd->base == 2) {
if (csCtx->frames == cmd->startFrame) {
Play_DisableMotionBlur();
switch (D_801F4DE2) {
case 0x1F:
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_20_02)) {
play->nextEntrance = ENTRANCE(WOODFALL_TEMPLE, 1);
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
} else {
play->nextEntrance = ENTRANCE(WOODFALL, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
}
break;
case 0x44:
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_33_80)) {
play->nextEntrance = ENTRANCE(MOUNTAIN_VILLAGE_SPRING, 7);
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
} else {
play->nextEntrance = ENTRANCE(MOUNTAIN_VILLAGE_SPRING, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
}
break;
case 0x5F:
SET_WEEKEVENTREG(WEEKEVENTREG_55_80);
play->nextEntrance = ENTRANCE(ZORA_CAPE, 8);
gSaveContext.nextCutsceneIndex = 0xFFF0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case 0x36:
SET_WEEKEVENTREG(WEEKEVENTREG_52_20);
play->nextEntrance = ENTRANCE(IKANA_CANYON, 0);
gSaveContext.nextCutsceneIndex = 0xFFF1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
}
}
}
}
// Command 0x15F: Chooses between a cutscene or a rotating mask depending on whether the player has the corresponding
// mask
void Cutscene_Command_ChooseCreditsScenes(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if ((csCtx->frames >= cmd->startFrame) && (func_801A3950(SEQ_PLAYER_BGM_MAIN, true) != 0xFF)) {
switch (cmd->base) {
case 1:
Cutscene_TerminatorImpl(play, csCtx, cmd);
break;
case 2:
if (INV_CONTENT(ITEM_MASK_KAMARO) == ITEM_MASK_KAMARO) {
play->nextEntrance = ENTRANCE(MILK_BAR, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 0);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 3:
if (INV_CONTENT(ITEM_MASK_GREAT_FAIRY) == ITEM_MASK_GREAT_FAIRY) {
play->nextEntrance = ENTRANCE(FAIRY_FOUNTAIN, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 1);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 4:
if (INV_CONTENT(ITEM_MASK_ROMANI) == ITEM_MASK_ROMANI) {
play->nextEntrance = ENTRANCE(ROMANI_RANCH, 0);
gSaveContext.nextCutsceneIndex = 0xFFF1;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 2);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 5:
if (INV_CONTENT(ITEM_MASK_BLAST) == ITEM_MASK_BLAST) {
play->nextEntrance = ENTRANCE(WEST_CLOCK_TOWN, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 3);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 6:
if (INV_CONTENT(ITEM_MASK_CIRCUS_LEADER) == ITEM_MASK_CIRCUS_LEADER) {
play->nextEntrance = ENTRANCE(MILK_BAR, 0);
gSaveContext.nextCutsceneIndex = 0xFFF1;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 5);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 7:
if (INV_CONTENT(ITEM_MASK_BREMEN) == ITEM_MASK_BREMEN) {
play->nextEntrance = ENTRANCE(MILK_BAR, 0);
gSaveContext.nextCutsceneIndex = 0xFFF3;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 6);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 8:
play->nextEntrance = ENTRANCE(IKANA_CANYON, 0);
gSaveContext.nextCutsceneIndex = 0xFFF3;
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 9:
if (INV_CONTENT(ITEM_MASK_COUPLE) == ITEM_MASK_COUPLE) {
play->nextEntrance = ENTRANCE(TERMINA_FIELD, 0);
gSaveContext.nextCutsceneIndex = 0xFFF8;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 7);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 10:
if (INV_CONTENT(ITEM_MASK_BUNNY) == ITEM_MASK_BUNNY) {
play->nextEntrance = ENTRANCE(CUCCO_SHACK, 0);
gSaveContext.nextCutsceneIndex = 0xFFF0;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 4);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
case 11:
if (INV_CONTENT(ITEM_MASK_POSTMAN) == ITEM_MASK_POSTMAN) {
play->nextEntrance = ENTRANCE(TERMINA_FIELD, 1);
gSaveContext.nextCutsceneIndex = 0xFFF8;
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 8);
gSaveContext.nextCutsceneIndex = 0xFFF9;
}
play->transitionTrigger = TRANS_TRIGGER_START;
break;
}
}
}
// Command 0x99: Motion blur
void Cutscene_Command_MotionBlur(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) {
if ((csCtx->frames == cmd->startFrame) && (cmd->base == 1)) {
Play_EnableMotionBlur(180);
}
if (cmd->base == 2) {
f32 progress = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames);
if (progress >= 0.9f) {
Play_DisableMotionBlur();
} else {
Play_SetMotionBlurAlpha((1.0f - progress) * 180.0f);
}
}
}
}
// Command 0x9A: Gives Tatl to the player
void Cutscene_Command_GiveTatlToPlayer(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
Player* player = GET_PLAYER(play);
if (csCtx->frames == cmd->startFrame) {
if (cmd->base == 1) {
gSaveContext.save.hasTatl = true;
if (player->tatlActor != NULL) {
return;
}
player->tatlActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, player->actor.world.pos.x,
player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, 0);
}
}
}
// Command 0x98
void Cutscene_Command_TransitionFX(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) {
f32 temp_f0;
play->envCtx.fillScreen = true;
temp_f0 = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames);
switch (cmd->base) {
case 1:
case 5:
play->envCtx.screenFillColor[0] = 160;
play->envCtx.screenFillColor[1] = 160;
play->envCtx.screenFillColor[2] = 160;
if (cmd->base == 1) {
play->envCtx.screenFillColor[3] = 255.0f * temp_f0;
if (temp_f0 == 0.0f) {
func_8019F128(NA_SE_EV_S_STONE_FLASH);
}
} else {
play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f;
}
break;
case 2:
case 6:
play->envCtx.screenFillColor[0] = 0;
play->envCtx.screenFillColor[1] = 0;
play->envCtx.screenFillColor[2] = 255;
if (cmd->base == 2) {
play->envCtx.screenFillColor[3] = 255.0f * temp_f0;
} else {
play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f;
}
break;
case 3:
case 7:
play->envCtx.screenFillColor[0] = 255;
play->envCtx.screenFillColor[1] = 0;
play->envCtx.screenFillColor[2] = 0;
if (cmd->base == 3) {
play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f;
} else {
play->envCtx.screenFillColor[3] = 255.0f * temp_f0;
}
break;
case 4:
case 8:
play->envCtx.screenFillColor[0] = 0;
play->envCtx.screenFillColor[1] = 255;
play->envCtx.screenFillColor[2] = 0;
if (cmd->base == 4) {
play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f;
} else {
play->envCtx.screenFillColor[3] = 255.0f * temp_f0;
}
break;
case 9:
gSaveContext.cutsceneTransitionControl = 1;
break;
case 10:
case 11:
play->envCtx.screenFillColor[0] = 0;
play->envCtx.screenFillColor[1] = 0;
play->envCtx.screenFillColor[2] = 0;
if (cmd->base == 10) {
play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f;
} else {
play->envCtx.screenFillColor[3] = 255.0f * temp_f0;
}
break;
case 12:
play->envCtx.screenFillColor[0] = (160.0f * (1.0f - temp_f0));
play->envCtx.screenFillColor[1] = play->envCtx.screenFillColor[0];
play->envCtx.screenFillColor[2] = play->envCtx.screenFillColor[0];
play->envCtx.screenFillColor[3] = 255;
break;
case 13:
play->envCtx.screenFillColor[0] = (160.0f * temp_f0);
play->envCtx.screenFillColor[1] = play->envCtx.screenFillColor[0];
play->envCtx.screenFillColor[2] = play->envCtx.screenFillColor[0];
play->envCtx.screenFillColor[3] = 255;
break;
}
}
}
// Command 0x5A: Camera
s32 Cutscene_Command_Camera(PlayState* play, u8* cmd) {
s32 sp1C = 0;
bcopy(cmd, &sp1C, sizeof(s32));
cmd += sizeof(s32);
if (!Play_IsDebugCamEnabled()) {
func_80161998(cmd, &sCutsceneCameraInfo);
}
return sp1C + sizeof(s32);
}
/**
* Counts how many masks the player has
* The count doesn't include transformation masks
*/
s32 Cutscene_CountNormalMasks(void) {
s32 count = 0;
if (INV_CONTENT(ITEM_MASK_TRUTH) == ITEM_MASK_TRUTH) {
count++;
}
if (INV_CONTENT(ITEM_MASK_KAFEIS_MASK) == ITEM_MASK_KAFEIS_MASK) {
count++;
}
if (INV_CONTENT(ITEM_MASK_ALL_NIGHT) == ITEM_MASK_ALL_NIGHT) {
count++;
}
if (INV_CONTENT(ITEM_MASK_BUNNY) == ITEM_MASK_BUNNY) {
count++;
}
if (INV_CONTENT(ITEM_MASK_KEATON) == ITEM_MASK_KEATON) {
count++;
}
if (INV_CONTENT(ITEM_MASK_GARO) == ITEM_MASK_GARO) {
count++;
}
if (INV_CONTENT(ITEM_MASK_ROMANI) == ITEM_MASK_ROMANI) {
count++;
}
if (INV_CONTENT(ITEM_MASK_CIRCUS_LEADER) == ITEM_MASK_CIRCUS_LEADER) {
count++;
}
if (INV_CONTENT(ITEM_MASK_POSTMAN) == ITEM_MASK_POSTMAN) {
count++;
}
if (INV_CONTENT(ITEM_MASK_COUPLE) == ITEM_MASK_COUPLE) {
count++;
}
if (INV_CONTENT(ITEM_MASK_GREAT_FAIRY) == ITEM_MASK_GREAT_FAIRY) {
count++;
}
if (INV_CONTENT(ITEM_MASK_GIBDO) == ITEM_MASK_GIBDO) {
count++;
}
if (INV_CONTENT(ITEM_MASK_DON_GERO) == ITEM_MASK_DON_GERO) {
count++;
}
if (INV_CONTENT(ITEM_MASK_KAMARO) == ITEM_MASK_KAMARO) {
count++;
}
if (INV_CONTENT(ITEM_MASK_CAPTAIN) == ITEM_MASK_CAPTAIN) {
count++;
}
if (INV_CONTENT(ITEM_MASK_STONE) == ITEM_MASK_STONE) {
count++;
}
if (INV_CONTENT(ITEM_MASK_BREMEN) == ITEM_MASK_BREMEN) {
count++;
}
if (INV_CONTENT(ITEM_MASK_BLAST) == ITEM_MASK_BLAST) {
count++;
}
if (INV_CONTENT(ITEM_MASK_SCENTS) == ITEM_MASK_SCENTS) {
count++;
}
if (INV_CONTENT(ITEM_MASK_GIANT) == ITEM_MASK_GIANT) {
count++;
}
return count;
}
// Command 0xA: Textbox
void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdTextbox* cmd) {
static s32 D_801BB160 = CS_TEXTBOX_TYPE_DEFAULT;
u8 talkState;
s32 pad;
u16 originalCsFrames;
s32 pad2;
if ((cmd->startFrame >= csCtx->frames) || ((cmd->endFrame < csCtx->frames))) {
return;
}
if (cmd->type != CS_TEXTBOX_TYPE_LEARN_SONG) {
if (D_801BB124 != cmd->base) {
if (D_801BB160 == CS_TEXTBOX_TYPE_3) {
csCtx->frames--;
}
D_801BB160 = CS_TEXTBOX_TYPE_1;
D_801BB124 = cmd->base;
if (cmd->type == CS_TEXTBOX_TYPE_BOSSES_REMAINS) {
if (CHECK_QUEST_ITEM(QUEST_REMAINS_ODOLWA) && CHECK_QUEST_ITEM(QUEST_REMAINS_GOHT) &&
CHECK_QUEST_ITEM(QUEST_REMAINS_GYORG) && CHECK_QUEST_ITEM(QUEST_REMAINS_TWINMOLD)) {
if (cmd->textId1 != 0xFFFF) {
Message_StartTextbox(play, cmd->textId1, NULL);
}
} else {
Message_StartTextbox(play, cmd->base, NULL);
}
} else if (cmd->type == CS_TEXTBOX_TYPE_ALL_NORMAL_MASKS) {
if (Cutscene_CountNormalMasks() == 20) {
if (cmd->textId1 != 0xFFFF) {
Message_StartTextbox(play, cmd->textId1, NULL);
}
} else {
Message_StartTextbox(play, cmd->base, NULL);
}
} else {
Message_StartTextbox(play, cmd->base, NULL);
}
} else {
goto else_label;
}
} else if (D_801BB128 != cmd->base) {
D_801BB160 = CS_TEXTBOX_TYPE_LEARN_SONG;
D_801BB128 = cmd->base;
func_80152434(play, cmd->base);
} else {
else_label:
if (csCtx->frames >= cmd->endFrame) {
// The Textbox command can change the current cutscene frame, mainly to prevent advancing the cutscene when
// a textbox that is expected to be closed by the user is still open.
originalCsFrames = csCtx->frames;
talkState = Message_GetState(&play->msgCtx);
if ((talkState != TEXT_STATE_CLOSING) && (talkState != TEXT_STATE_NONE) && (talkState != TEXT_STATE_7) &&
(talkState != TEXT_STATE_8)) {
csCtx->frames--;
if ((talkState == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
if (play->msgCtx.choiceIndex == 0) {
if (cmd->base == 0x33BD) {
func_8019F230();
}
if (cmd->textId1 != 0xFFFF) {
Message_ContinueTextbox(play, cmd->textId1);
if (cmd->type == CS_TEXTBOX_TYPE_3) {
D_801BB160 = CS_TEXTBOX_TYPE_3;
if (cmd->textId2 != 0xFFFF) {
csCtx->frames++;
}
}
} else {
Message_CloseTextbox(play);
csCtx->frames++;
}
} else {
if (cmd->base == 0x33BD) {
func_8019F208();
}
if (cmd->textId2 != 0xFFFF) {
Message_ContinueTextbox(play, cmd->textId2);
if (cmd->type == CS_TEXTBOX_TYPE_3) {
D_801BB160 = CS_TEXTBOX_TYPE_3;
if (cmd->textId1 != 0xFFFF) {
csCtx->frames++;
}
}
} else {
Message_CloseTextbox(play);
csCtx->frames++;
}
}
}
if ((talkState == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
func_80152434(play, cmd->base);
}
}
if ((talkState == TEXT_STATE_CLOSING) && (D_801BB160 == CS_TEXTBOX_TYPE_3)) {
csCtx->frames--;
D_801BB124++;
}
if (originalCsFrames == csCtx->frames) {
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
D_801BB124 = 0;
D_801BB128 = 0;
func_80161C0C();
} else {
func_80161BE0(1);
}
}
}
}
// Related to actorActions. Maybe a generic actorAction setter?
void func_800ECD7C(CutsceneContext* csCtx, u8** cutscenePtr, s16 index) {
s32 i;
s32 count;
bcopy(*cutscenePtr, &count, sizeof(s32));
*cutscenePtr += sizeof(s32);
for (i = 0; i < count; i++) {
CsCmdActorAction* actorAction = *(CsCmdActorAction**)cutscenePtr;
if ((csCtx->frames >= actorAction->startFrame) && (csCtx->frames < actorAction->endFrame)) {
csCtx->actorActions[index] = actorAction;
}
*cutscenePtr += sizeof(CsCmdActorAction);
}
}
/**
* Loops over the cutscene data itself (`cutscenePtr`), applying the effects of each command instantaneously (for most
* commands).
*
* The cutscene data is an irregularly-structured array of words, which is made up of
* - A beginning, which contains the number of command lists of this cutscene and the ending frame (see
* `CS_BEGIN_CUTSCENE`).
* - Any number of cutscene command lists (which should be the number specified in the beginning), each one of which
* contains commands of the corresponding category.
* - A end marker (see `CS_END`).
*
* This function iterates over each command list until either it has processed the number of command lists stated on
* `CS_BEGIN_CUTSCENE` or until it finds a end marker.
*
* A command list starts with a pair of words containing the command category and a count of how many commands this list
* has (N). This is followed by N commands of the said category. (The exception is Camera, which has the length of the
* list in bytes instead of the number of commands).
*
* For most command lists categories (all but the actorActions and Camera commands):
* - For each command list found, read the number of commands and loop over them, passing each one to the corresponding
* function which handles the command, applying its effects and checking the frame range stored in the command.
*
* This function is invoked once per frame that a cutscene is active.
*
* TODO: consider changing the type of `cutscenePtr` to `uintptr_t` when this function matches.
*/
void Cutscene_ProcessCommands(PlayState* play, CutsceneContext* csCtx, u8* cutscenePtr) {
s32 i;
s32 j;
s32 pad;
s32 totalEntries;
u32 cmdType;
s32 cmdEntries;
s32 pad2;
s32 cutsceneEndFrame;
CsCmdBase* cmd;
// Read the command list count and the ending frame for this cutscene
bcopy(cutscenePtr, &totalEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
bcopy(cutscenePtr, &cutsceneEndFrame, sizeof(s32));
cutscenePtr += sizeof(s32);
if (((u16)cutsceneEndFrame < csCtx->frames) && (play->transitionTrigger != TRANS_TRIGGER_START) &&
(csCtx->state != CS_STATE_4)) {
csCtx->state = CS_STATE_3;
return;
}
// Loop over every command list
for (i = 0; i < totalEntries; i++) {
// Read the command type of the current command list.
bcopy(cutscenePtr, &cmdType, sizeof(u32));
cutscenePtr += sizeof(u32);
// TODO: This should probably be added to the CutsceneCmd enum. Consider doing it when this function matches.
if (cmdType == 0xFFFFFFFF) {
break;
}
// Check special cases of command types. This are generic ActorActions
// Ranges: [0x64, 0x96), 0xC9, [0x1C2, 0x258)
if (((cmdType >= 100) && (cmdType < 150)) || (cmdType == 201) || ((cmdType >= 450) && (cmdType < 600))) {
for (j = 0; j < ARRAY_COUNT(D_801F4DC8); j = (s16)(j + 1)) {
if (D_801F4DC8[j] == (u16)cmdType) {
func_800ECD7C(csCtx, &cutscenePtr, j);
cmdType = -2;
break;
} else if (D_801F4DC8[j] == 0) {
D_801F4DC8[j] = cmdType;
func_800ECD7C(csCtx, &cutscenePtr, j);
cmdType = -2;
break;
}
}
}
switch (cmdType) {
case CS_CMD_MISC:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_Misc(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_SET_LIGHTING:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_SetLighting(play, csCtx, (CsCmdEnvLighting*)cutscenePtr);
cutscenePtr += sizeof(CsCmdEnvLighting);
}
break;
case CS_CMD_PLAYSEQ:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_PlaySequence(play, csCtx, (CsCmdSequenceChange*)cutscenePtr);
cutscenePtr += sizeof(CsCmdSequenceChange);
}
break;
case CS_CMD_STOPSEQ:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_StopSequence(play, csCtx, (CsCmdSequenceChange*)cutscenePtr);
cutscenePtr += sizeof(CsCmdSequenceChange);
}
break;
case CS_CMD_FADESEQ:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_FadeSequence(play, csCtx, (CsCmdSequenceFade*)cutscenePtr);
cutscenePtr += sizeof(CsCmdSequenceFade);
}
break;
case CS_CMD_PLAYAMBIENCE:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_PlayAmbienceSequence(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_FADEAMBIENCE:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_FadeAmbienceSequence(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_130:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
func_800EAD48(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_131:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
func_800EAD7C(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_132:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
func_800EADB0(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_RUMBLE:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_Rumble(play, csCtx, (CsCmdRumble*)cutscenePtr);
cutscenePtr += sizeof(CsCmdRumble);
}
break;
case CS_CMD_FADESCREEN:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_FadeColorScreen(play, csCtx, (CsCmdFadeScreen*)cutscenePtr);
cutscenePtr += sizeof(CsCmdFadeScreen);
}
break;
case CS_CMD_SETTIME:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_SetTime(play, csCtx, (CsCmdDayTime*)cutscenePtr);
cutscenePtr += sizeof(CsCmdDayTime);
}
break;
case CS_CMD_SET_PLAYER_ACTION:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame <= csCtx->frames) && (csCtx->frames < cmd->endFrame)) {
csCtx->playerAction = (CsCmdActorAction*)cmd;
}
cutscenePtr += sizeof(CsCmdActorAction);
}
break;
case CS_CMD_CAMERA:
cutscenePtr += Cutscene_Command_Camera(play, cutscenePtr);
break;
case CS_CMD_TERMINATOR:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_Terminator(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_CHOOSE_CREDITS_SCENES:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_ChooseCreditsScenes(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_TEXTBOX:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if (cmd->base != 0xFFFF) {
Cutscene_Command_Textbox(play, csCtx, (CsCmdTextbox*)cmd);
}
cutscenePtr += sizeof(CsCmdTextbox);
}
break;
case CS_CMD_SCENE_TRANS_FX:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_TransitionFX(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_MOTIONBLUR:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_MotionBlur(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case CS_CMD_GIVETATL:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_GiveTatlToPlayer(play, csCtx, (CsCmdBase*)cutscenePtr);
cutscenePtr += sizeof(CsCmdBase);
}
break;
case -2:
break;
default:
bcopy(cutscenePtr, &cmdEntries, sizeof(s32));
cutscenePtr += sizeof(s32);
for (j = 0; j < cmdEntries; j++) {
cutscenePtr += sizeof(CsCmdBase);
}
break;
}
}
}
/* End of command handling section */
void func_800ED980(PlayState* play, CutsceneContext* csCtx) {
if (gSaveContext.save.cutscene >= 0xFFF0) {
csCtx->frames++;
Cutscene_ProcessCommands(play, csCtx, (u8*)play->csCtx.csData);
}
}
void func_800ED9C4(PlayState* play, CutsceneContext* csCtx) {
if (func_800EA220(play, csCtx, 0.0f)) {
Audio_SetCutsceneFlag(false);
csCtx->state = CS_STATE_0;
}
}
// unused
void func_800EDA04(PlayState* play, CutsceneContext* csCtx) {
if (func_800EA220(play, csCtx, 0.0f)) {
s16 i;
csCtx->playerAction = NULL;
for (i = 0; i < ARRAY_COUNT(csCtx->actorActions); i++) {
csCtx->actorActions[i] = NULL;
}
gSaveContext.save.cutscene = 0;
gSaveContext.gameMode = 0;
ActorCutscene_Stop(0x7F);
Audio_SetCutsceneFlag(false);
csCtx->state = CS_STATE_0;
}
}
void func_800EDA84(PlayState* play, CutsceneContext* csCtx) {
if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_0) && !Player_InCsMode(play)) {
gSaveContext.save.cutscene = 0xFFFD;
}
if ((gSaveContext.save.cutscene >= 0xFFF0) && (csCtx->state == CS_STATE_0)) {
s16 i;
D_801BB124 = 0;
D_801BB128 = 0;
csCtx->playerAction = NULL;
for (i = 0; i < ARRAY_COUNT(csCtx->actorActions); i++) {
csCtx->actorActions[i] = NULL;
}
csCtx->state++;
if (csCtx->state == CS_STATE_1) {
Audio_SetCutsceneFlag(true);
csCtx->frames = 0xFFFF;
csCtx->subCamId = ActorCutscene_GetCurrentSubCamId(0x7F);
func_8016119C(Play_GetCamera(play, csCtx->subCamId), &sCutsceneCameraInfo);
csCtx->unk_18 = 0xFFFF;
if (gSaveContext.cutsceneTrigger == 0) {
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_Letterbox_SetSizeTarget(32);
ShrinkWindow_Letterbox_SetSize(32);
csCtx->state++;
}
func_800ED980(play, csCtx);
}
gSaveContext.cutsceneTrigger = 0;
}
}
// HandleFlags?
void func_800EDBE0(PlayState* play) {
s32 pad;
s16 sp2A;
SceneTableEntry* sp24;
s32 temp_v0_3;
if (((gSaveContext.gameMode == 0) || (gSaveContext.gameMode == 1)) && (gSaveContext.respawnFlag <= 0)) {
sp2A = func_800F21CC();
if (sp2A != -1) {
temp_v0_3 = func_800F2138(sp2A);
if (temp_v0_3 != -1) {
if ((play->csCtx.sceneCsList[temp_v0_3].unk7 != 0xFF) && (gSaveContext.respawnFlag == 0)) {
if (play->csCtx.sceneCsList[temp_v0_3].unk7 == 0xFE) {
ActorCutscene_Start(sp2A, NULL);
gSaveContext.showTitleCard = false;
} else if (!(((void)0,
gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)]) &
(1 << (play->csCtx.sceneCsList[temp_v0_3].unk7 % 8)))) {
// TODO: macros for this kind of weekEventReg access
gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)] =
((void)0, gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)]) |
(1 << (play->csCtx.sceneCsList[temp_v0_3].unk7 % 8));
ActorCutscene_Start(sp2A, NULL);
gSaveContext.showTitleCard = false;
}
}
} else {
ActorCutscene_StartAndSetUnkLinkFields(sp2A, NULL);
}
}
}
if ((gSaveContext.respawnFlag == 0) || (gSaveContext.respawnFlag == -2)) {
sp24 = play->loadedScene;
if ((sp24->titleTextId != 0) && gSaveContext.showTitleCard) {
if ((Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) +
((void)0, gSaveContext.sceneLayer)) &
0x4000) != 0) {
func_80151A68(play, sp24->titleTextId);
}
}
gSaveContext.showTitleCard = true;
}
}
void func_800EDDB0(PlayState* play) {
}
void func_800EDDBC(UNK_TYPE arg0, UNK_TYPE arg1) {
}
void Cutscene_LoadCutsceneData(PlayState* play, u8 csIndex) {
if (dREG(95) == 0) {
play->csCtx.currentCsIndex = csIndex;
play->csCtx.csData = Lib_SegmentedToVirtual(play->csCtx.sceneCsList[csIndex].segmentedData);
}
gSaveContext.cutsceneTrigger = 1;
}
/* Start of actor utilities section */
/**
* Interpolates the actor's position based on the corresponding actor action's position
* and the current cutscene frame
*/
void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 actorActionIndex) {
Vec3f start;
Vec3f end;
CsCmdActorAction* entry = play->csCtx.actorActions[actorActionIndex];
f32 progress;
start.x = entry->startPos.x;
start.y = entry->startPos.y;
start.z = entry->startPos.z;
end.x = entry->endPos.x;
end.y = entry->endPos.y;
end.z = entry->endPos.z;
progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames);
VEC3F_LERPIMPDST(&actor->world.pos, &start, &end, progress);
}
/**
* Interpolates the actor's position based on the corresponding actor action's position
* and the current cutscene frame, and sets the actor's yaw using the actor action yaw
*/
void Cutscene_ActorTranslateAndYaw(Actor* actor, PlayState* play, s32 actorActionIndex) {
Cutscene_ActorTranslate(actor, play, actorActionIndex);
actor->world.rot.y = play->csCtx.actorActions[actorActionIndex]->urot.y;
actor->shape.rot.y = actor->world.rot.y;
}
/**
* Interpolates the actor's position and yaw based on the corresponding actor action's
* position and the current cutscene frame
*/
void Cutscene_ActorTranslateAndYawSmooth(Actor* actor, PlayState* play, s32 actorActionIndex) {
Vec3f start;
Vec3f end;
CsCmdActorAction* entry;
f32 progress;
start.x = play->csCtx.actorActions[actorActionIndex]->startPos.x;
start.y = play->csCtx.actorActions[actorActionIndex]->startPos.y;
start.z = play->csCtx.actorActions[actorActionIndex]->startPos.z;
end.x = play->csCtx.actorActions[actorActionIndex]->endPos.x;
end.y = play->csCtx.actorActions[actorActionIndex]->endPos.y;
end.z = play->csCtx.actorActions[actorActionIndex]->endPos.z;
entry = play->csCtx.actorActions[actorActionIndex];
progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames);
VEC3F_LERPIMPDST(&actor->world.pos, &start, &end, progress);
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&start, &end), 10, 1000, 1);
actor->shape.rot.y = actor->world.rot.y;
}
/**
* Interpolates the actor's XZ position and yaw based on the corresponding actor action's
* position and the current cutscene frame
*/
void Cutscene_ActorTranslateXZAndYawSmooth(Actor* actor, PlayState* play, s32 actorActionIndex) {
Vec3f start;
Vec3f end;
CsCmdActorAction* entry;
f32 progress;
start.x = play->csCtx.actorActions[actorActionIndex]->startPos.x;
start.z = play->csCtx.actorActions[actorActionIndex]->startPos.z;
end.x = play->csCtx.actorActions[actorActionIndex]->endPos.x;
end.z = play->csCtx.actorActions[actorActionIndex]->endPos.z;
entry = play->csCtx.actorActions[actorActionIndex];
progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames);
actor->world.pos.x = start.x + (end.x - start.x) * progress;
actor->world.pos.z = start.z + (end.z - start.z) * progress;
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&start, &end), 10, 1000, 1);
actor->shape.rot.y = actor->world.rot.y;
}
s32 Cutscene_GetSceneLayer(PlayState* play) {
s32 sceneLayer = 0;
if (gSaveContext.sceneLayer > 0) {
sceneLayer = gSaveContext.sceneLayer;
}
return sceneLayer;
}
s32 Cutscene_GetActorActionIndex(PlayState* play, u16 actorActionCmd) {
s32 i;
s32 index = -1;
for (i = 0; i < ARRAY_COUNT(D_801F4DC8); i++) {
if (actorActionCmd == D_801F4DC8[i]) {
index = i;
}
}
return index;
}
s32 Cutscene_CheckActorAction(PlayState* play, u16 actorActionCmd) {
if (play->csCtx.state != CS_STATE_0) {
s32 index = Cutscene_GetActorActionIndex(play, actorActionCmd);
if (index != -1) {
return play->csCtx.actorActions[index] != NULL;
}
}
return false;
}
u8 Cutscene_IsPlaying(PlayState* play) {
return (gSaveContext.cutsceneTrigger != 0) || (play->csCtx.state != CS_STATE_0);
}
/* End of actor utilities section */