mm/src/code/z_play.c

2334 lines
78 KiB
C

#include "global.h"
#include "z64rumble.h"
#include "z64quake.h"
#include "z64shrink_window.h"
#include "z64view.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "overlays/gamestates/ovl_opening/z_opening.h"
#include "overlays/gamestates/ovl_file_choose/z_file_choose.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
extern Gfx D_0E000140[];
s32 gDbgCamEnabled = false;
u8 D_801D0D54 = false;
// bss
extern s16 sTransitionFillTimer;
extern Input D_801F6C18;
extern FbDemoStruct sTrnsnUnk;
extern u16* D_801F6D0C;
extern s32 gTrnsnUnkState;
extern VisMono sVisMono;
extern Color_RGBA8_u32 gVisMonoColor;
extern Struct_80140E80 D_801F6D38;
extern Struct_80140E80* D_801F6D4C;
extern HiresoStruct D_801F6D50;
extern u8 D_801F6DFC;
extern u8 sMotionBlurStatus;
typedef enum {
/* 0 */ MOTION_BLUR_STOPPED,
/* 1 */ MOTION_BLUR_INITALIZING,
/* 2 */ MOTION_BLUR_RUNNING
} MotionBlurStatus;
void Play_DrawMotionBlur(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 alpha;
Gfx* gfx;
Gfx* dlistHead;
if (R_MOTION_BLUR_PRIORITY_ENABLED) {
alpha = R_MOTION_BLUR_PRIORITY_ALPHA;
if (sMotionBlurStatus == MOTION_BLUR_STOPPED) {
sMotionBlurStatus = MOTION_BLUR_INITALIZING;
}
} else if (R_MOTION_BLUR_ENABLED) {
alpha = R_MOTION_BLUR_ALPHA;
if (sMotionBlurStatus == MOTION_BLUR_STOPPED) {
sMotionBlurStatus = MOTION_BLUR_INITALIZING;
}
} else {
alpha = 0;
sMotionBlurStatus = MOTION_BLUR_STOPPED;
}
if (sMotionBlurStatus != MOTION_BLUR_STOPPED) {
OPEN_DISPS(gfxCtx);
dlistHead = POLY_OPA_DISP;
gfx = Graph_GfxPlusOne(dlistHead);
gSPDisplayList(OVERLAY_DISP++, gfx);
this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
this->pauseBgPreRender.fbufSave = this->unk_18E64;
if (sMotionBlurStatus == MOTION_BLUR_RUNNING) {
func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
} else {
sMotionBlurStatus = MOTION_BLUR_RUNNING;
}
func_801705B4(&this->pauseBgPreRender, &gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(dlistHead, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
}
}
void Play_InitMotionBlur(void) {
R_MOTION_BLUR_ENABLED = false;
R_MOTION_BLUR_PRIORITY_ENABLED = false;
sMotionBlurStatus = MOTION_BLUR_STOPPED;
}
void Play_DestroyMotionBlur(void) {
R_MOTION_BLUR_ENABLED = false;
R_MOTION_BLUR_PRIORITY_ENABLED = false;
sMotionBlurStatus = MOTION_BLUR_STOPPED;
}
void Play_SetMotionBlurAlpha(u32 alpha) {
R_MOTION_BLUR_ALPHA = alpha;
}
void Play_EnableMotionBlur(u32 alpha) {
R_MOTION_BLUR_ALPHA = alpha;
R_MOTION_BLUR_ENABLED = true;
}
void Play_DisableMotionBlur(void) {
R_MOTION_BLUR_ENABLED = false;
}
void func_801656A4(void* arg0, u16* arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7) {
s32 i;
s32 j;
u32 t2;
u32 temp1;
u32 temp2;
u32 tempr;
u32 tempg;
u32 tempb;
switch (arg7) {
case 4: {
u8* arg01 = (u8*)arg0;
for (i = arg4; i <= arg6; i++) {
for (j = arg3; j <= arg5; j += 2) {
t2 = arg1[i * arg2 + j];
tempr = (t2 >> 11) & 0x1F;
tempg = (t2 >> 6) & 0x1F;
tempb = (t2 >> 1) & 0x1F;
temp1 = ((tempr * 2 + tempg * 4 + tempb) * 0xF) / 217;
t2 = arg1[i * arg2 + j + 1];
tempr = (t2 >> 11) & 0x1F;
tempg = (t2 >> 6) & 0x1F;
tempb = (t2 >> 1) & 0x1F;
temp2 = ((tempr * 2 + tempg * 4 + tempb) * 0xF) / 217;
*(arg01++) = (temp1 << 4) | temp2;
}
}
break;
}
case 5: {
u8* arg02 = (u8*)arg0;
for (i = arg4; i <= arg6; i++) {
for (j = arg3; j <= arg5; j++) {
t2 = arg1[i * arg2 + j];
tempr = (t2 >> 11) & 0x1F;
tempg = (t2 >> 6) & 0x1F;
tempb = (t2 >> 1) & 0x1F;
//! What
t2 = 0;
*(arg02++) = (((tempr * 2 + tempg * 4 + tempb) * 0xFF) / 217) & 0xF8;
}
}
break;
}
case 8: {
u8* arg03 = (u8*)arg0;
for (i = arg4; i <= arg6; i++) {
for (j = arg3; j <= arg5; j++) {
t2 = arg1[i * arg2 + j];
tempr = (t2 >> 11) & 0x1F;
tempg = (t2 >> 6) & 0x1F;
tempb = (t2 >> 1) & 0x1F;
*(arg03++) = ((tempr * 2 + tempg * 4 + tempb) * 0xFF) / 217;
}
}
break;
}
case 16: {
u16* arg0u = (u16*)arg0;
for (i = arg4; i <= arg6; i++) {
for (j = arg3; j <= arg5; j++) {
*(arg0u++) = arg1[i * arg2 + j];
}
}
break;
}
}
}
void Play_SetMotionBlurPriorityAlpha(u32 alpha) {
R_MOTION_BLUR_PRIORITY_ALPHA = alpha;
}
void Play_EnableMotionBlurPriority(u32 alpha) {
R_MOTION_BLUR_PRIORITY_ALPHA = alpha;
R_MOTION_BLUR_PRIORITY_ENABLED = true;
}
void Play_DisableMotionBlurPriority(void) {
R_MOTION_BLUR_PRIORITY_ENABLED = false;
}
void func_80165E04(void) {
SREG(89) = 1;
}
// Takes the picto photo, stores it as I8 to gPictoPhotoI8
void func_80165E1C(PreRender* prerender) {
PreRender_ApplyFilters(prerender);
func_801656A4(gPictoPhotoI8, prerender->fbufSave, 320, 80, 64, 240 - 1, 176 - 1, 8);
}
s32 Play_ChooseDynamicTransition(PlayState* this, s32 transitionType) {
s32 nextTransitionType = transitionType;
if (transitionType == TRANS_TYPE_FADE_DYNAMIC) {
if (!gSaveContext.save.isNight) {
nextTransitionType = TRANS_TYPE_FADE_WHITE;
} else {
nextTransitionType = TRANS_TYPE_FADE_BLACK;
}
}
if (nextTransitionType != transitionType) {
this->transitionType = nextTransitionType;
}
return nextTransitionType;
}
void Play_SetupTransition(PlayState* this, s32 transitionType) {
TransitionContext* transitionCtx = &this->transitionCtx;
s32 fbdemoType;
bzero(transitionCtx, sizeof(TransitionContext));
fbdemoType = -1;
if (transitionType & 0x40) {
fbdemoType = FBDEMO_WIPE3;
} else if ((transitionType & 0x78) == 0x20) {
fbdemoType = FBDEMO_WIPE4;
} else if (!(transitionType & 0x60)) {
switch (transitionType) {
case TRANS_TYPE_TRIFORCE:
fbdemoType = FBDEMO_TRIFORCE;
break;
case TRANS_TYPE_WIPE:
case TRANS_TYPE_WIPE_FAST:
fbdemoType = FBDEMO_WIPE1;
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:
fbdemoType = FBDEMO_FADE;
break;
case TRANS_TYPE_FILL_WHITE2:
case TRANS_TYPE_FILL_WHITE:
this->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
break;
case TRANS_TYPE_INSTANT:
this->transitionMode = TRANS_MODE_INSTANT;
break;
case TRANS_TYPE_FILL_BROWN:
this->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
break;
case TRANS_TYPE_SANDSTORM_PERSIST:
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
break;
case TRANS_TYPE_SANDSTORM_END:
this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
break;
case TRANS_TYPE_CS_BLACK_FILL:
this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
break;
case TRANS_TYPE_CIRCLE:
fbdemoType = FBDEMO_CIRCLE;
break;
case TRANS_TYPE_WIPE5:
fbdemoType = FBDEMO_WIPE5;
break;
default:
fbdemoType = -1;
__assert("../z_play.c", 1420);
}
} else {
fbdemoType = -1;
__assert("../z_play.c", 1423);
}
transitionCtx->transitionType = transitionType;
transitionCtx->fbdemoType = fbdemoType;
if (fbdemoType != -1) {
Transition_Init(transitionCtx);
}
}
const char D_801DFA18[] = "来た!!!!!!!!!!!!!!!!!!!!!";
const char D_801DFA34[] = "all";
const char D_801DFA38[] = "a";
const char D_801DFA3C[] = "a";
const char D_801DFA40[] = "b";
const char D_801DFA44[] = "b";
const char D_801DFA48[] = "c";
const char D_801DFA4C[] = "c";
const char D_801DFA50[] = "d";
const char D_801DFA54[] = "d";
const char D_801DFA58[] = "e";
const char D_801DFA5C[] = "e";
const char D_801DFA60[] = "f";
const char D_801DFA64[] = "fa";
const char D_801DFA68[] = "fa";
const char D_801DFA6C[] = "fb";
const char D_801DFA70[] = "fb";
const char D_801DFA74[] = "fc";
const char D_801DFA78[] = "fc";
const char D_801DFA7C[] = "fd";
const char D_801DFA80[] = "fd";
const char D_801DFA84[] = "fe";
const char D_801DFA88[] = "fe";
const char D_801DFA8C[] = "fg";
const char D_801DFA90[] = "fg";
const char D_801DFA94[] = "fh";
const char D_801DFA98[] = "fh";
const char D_801DFA9C[] = "fi";
const char D_801DFAA0[] = "fi";
const char D_801DFAA4[] = "fj";
const char D_801DFAA8[] = "fj";
const char D_801DFAAC[] = "fk";
const char D_801DFAB0[] = "fk";
const char D_801DFAB4[] = "f";
const char D_801DFAB8[] = "g";
const char D_801DFABC[] = "g";
const char D_801DFAC0[] = "h";
const char D_801DFAC4[] = "h";
const char D_801DFAC8[] = "i";
const char D_801DFACC[] = "i";
const char D_801DFAD0[] = "all";
const char D_801DFAD4[] = "all";
const char D_801DFAD8[] = "a";
const char D_801DFADC[] = "b";
const char D_801DFAE0[] = "c";
const char D_801DFAE4[] = "d";
const char D_801DFAE8[] = "e";
const char D_801DFAEC[] = "f";
const char D_801DFAF0[] = "g";
const char D_801DFAF4[] = "h";
const char D_801DFAF8[] = "i";
const char D_801DFAFC[] = "f";
const char D_801DFB00[] = "fa";
const char D_801DFB04[] = "fb";
const char D_801DFB08[] = "fc";
const char D_801DFB0C[] = "fd";
const char D_801DFB10[] = "fe";
const char D_801DFB14[] = "ff";
const char D_801DFB18[] = "fg";
const char D_801DFB1C[] = "fh";
const char D_801DFB20[] = "fi";
const char D_801DFB24[] = "fj";
const char D_801DFB28[] = "fk";
void Play_ClearTransition(PlayState* this) {
if (this->transitionCtx.fbdemoType != -1) {
Transition_Destroy(&this->transitionCtx);
}
this->transitionCtx.transitionType = -1;
}
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
s32 fogFar = this->lightCtx.fogFar * (5.0f / 64.0f);
return Gfx_SetFogWithSync(gfx, this->lightCtx.fogColor.r, this->lightCtx.fogColor.g, this->lightCtx.fogColor.b, 0,
this->lightCtx.fogNear, (fogFar <= 1000) ? 1000 : fogFar);
}
void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
if (D_801F6DFC) {
MsgEvent_SendNullTask();
func_80178750();
gfxCtx->curFrameBuffer = SysCfb_GetFbPtr(gfxCtx->framebufferIdx % 2);
gfxCtx->zbuffer = SysCfb_GetZBuffer();
gfxCtx->viMode = D_801FBB88;
gfxCtx->viConfigFeatures = gViConfigFeatures;
gfxCtx->xScale = gViConfigXScale;
gfxCtx->yScale = gViConfigYScale;
gfxCtx->updateViMode = true;
D_801F6DFC = false;
}
func_8016FC98(&D_801F6D50);
this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackParam = 0;
Play_DestroyMotionBlur();
if (SREG(94) != 0) {
PreRender_ApplyFiltersSlowlyDestroy(&this->pauseBgPreRender);
SREG(94) = 0;
}
SREG(89) = 0;
PreRender_Destroy(&this->pauseBgPreRender);
this->unk_18E58 = NULL;
this->pictoPhotoI8 = NULL;
this->unk_18E60 = NULL;
this->unk_18E64 = NULL;
this->unk_18E68 = NULL;
Effect_DestroyAll(this);
EffectSS_Clear(this);
CollisionCheck_DestroyContext(this, &this->colChkCtx);
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
}
if ((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || D_801D0D54) {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
Play_ClearTransition(this);
this->transitionMode = TRANS_MODE_OFF;
}
ShrinkWindow_Destroy();
TransitionFade_Destroy(&this->unk_18E48);
VisMono_Destroy(&sVisMono);
func_80140EA0(D_801F6D4C);
D_801F6D4C = NULL;
if (gSaveContext.save.weekEventReg[0x5C] & 0x80) {
Actor_CleanupContext(&this->actorCtx, this);
}
gSaveContext.save.weekEventReg[0x5C] &= (u8)~0x80;
Interface_Destroy(this);
KaleidoScopeCall_Destroy(this);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
}
// compresses from I8 to I5 and stores it in the save file
void func_801663C4(u8* srcI8, s8* destI5, size_t size) {
u32 i;
u8* src = srcI8;
s8* dest = destI5;
s32 var_a3 = 8;
u32 var_t0 = 0;
s32 var_a1;
u32 temp_lo_2;
for (i = 0; i < size; i++) {
temp_lo_2 = *src++;
temp_lo_2 = (temp_lo_2 * 0x1F + 0x80) / 255;
var_a1 = var_a3 - 5;
if (var_a1 > 0) {
var_t0 |= temp_lo_2 << (var_a1);
} else {
var_t0 |= temp_lo_2 >> -(var_a1);
*dest++ = var_t0;
var_a1 += 8;
var_t0 = temp_lo_2 << (var_a1);
}
var_a3 = var_a1;
}
if (var_a3 < 8) {
*dest = var_t0;
}
}
// decompresses from the save file from I5 to I8
void func_80166644(u8* srcI5, s8* destI8, size_t size) {
u32 i;
u8* src = srcI5;
s8* dest = destI8;
s32 var_a3 = 8;
u32 var_t0;
s32 var_a1;
u32 temp_lo_2 = *src++;
for (i = 0; i < size; i++) {
var_a1 = var_a3 - 5;
if (var_a1 > 0) {
var_t0 = 0;
var_t0 |= temp_lo_2 >> (var_a1);
} else {
var_t0 = 0;
var_t0 |= temp_lo_2 << -(var_a1);
temp_lo_2 = *src++;
var_a1 += 8;
var_t0 |= temp_lo_2 >> var_a1;
}
var_t0 = (var_t0 & 0x1F) * 0xFF / 0x1F;
*dest++ = var_t0;
var_a3 = var_a1;
}
}
f32 func_801668B4(PlayState* this, Vec3f* arg1, s32* arg2) {
Player* player = GET_PLAYER(this);
f32 sp38 = player->actor.world.pos.y;
WaterBox* waterBox;
s32 bgId;
if (!WaterBox_GetSurfaceImpl(this, &this->colCtx, arg1->x, arg1->z, &sp38, &waterBox, &bgId)) {
return BGCHECK_Y_MIN;
}
if (sp38 < arg1->y) {
return BGCHECK_Y_MIN;
}
*arg2 = WaterBox_GetLightSettingIndex(&this->colCtx, waterBox);
return sp38;
}
void func_80166968(PlayState* this, Camera* camera) {
static s16 sQuakeIndex = -1;
static s16 sIsCameraUnderwater = false;
s32 pad;
s32 sp28;
Player* player = GET_PLAYER(this);
sIsCameraUnderwater = camera->stateFlags & CAM_STATE_UNDERWATER;
if (func_801668B4(this, &camera->eye, &sp28) != BGCHECK_Y_MIN) {
if (!sIsCameraUnderwater) {
Camera_SetFlags(camera, CAM_STATE_UNDERWATER);
sQuakeIndex = -1;
Distortion_SetType(0x10);
Distortion_SetCountdown(80);
}
func_801A3EC0(0x20);
func_800F6834(this, sp28);
if ((sQuakeIndex == -1) || (Quake_GetCountdown(sQuakeIndex) == 0xA)) {
s16 quakeIndex = Quake_Add(camera, 5);
sQuakeIndex = quakeIndex;
if (quakeIndex != 0) {
Quake_SetSpeed(sQuakeIndex, 550);
Quake_SetQuakeValues(sQuakeIndex, 1, 1, 180, 0);
Quake_SetCountdown(sQuakeIndex, 1000);
}
}
if (player->stateFlags3 & PLAYER_STATE3_8000) {
Distortion_SetType(8);
Distortion_ClearType(4);
} else {
Distortion_SetType(4);
Distortion_ClearType(8);
}
} else {
if (sIsCameraUnderwater) {
Camera_ClearFlags(camera, CAM_STATE_UNDERWATER);
}
Distortion_ClearType(4);
Distortion_ClearType(0x10);
Distortion_ClearType(8);
if (sQuakeIndex != 0) {
Quake_Remove(sQuakeIndex);
}
func_800F694C(this);
func_801A3EC0(0);
}
}
void Play_UpdateTransition(PlayState* this) {
s32 pad;
if (this->transitionMode == TRANS_MODE_OFF) {
return;
}
switch (this->transitionMode) {
case TRANS_MODE_SETUP:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
s16 sceneLayer = 0;
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
if (gSaveContext.nextCutsceneIndex >= 0xFFF0) {
sceneLayer = (gSaveContext.nextCutsceneIndex & 0xF) + 1;
}
if ((!(Entrance_GetTransitionFlags(this->nextEntrance + sceneLayer) & 0x8000) ||
((this->nextEntrance == ENTRANCE(PATH_TO_MOUNTAIN_VILLAGE, 1)) &&
!(gSaveContext.save.weekEventReg[0x21] & 0x80)) ||
((this->nextEntrance == ENTRANCE(ROAD_TO_SOUTHERN_SWAMP, 1)) &&
!(gSaveContext.save.weekEventReg[0x14] & 2)) ||
((this->nextEntrance == ENTRANCE(TERMINA_FIELD, 2)) &&
!(gSaveContext.save.weekEventReg[0x37] & 0x80)) ||
((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) &&
!(gSaveContext.save.weekEventReg[0x34] & 0x20))) &&
(!func_800FE590(this) || (Entrance_GetSceneId(this->nextEntrance + sceneLayer) < 0) ||
(Audio_GetActiveSequence(0) != NA_BGM_FINAL_HOURS))) {
func_801A4058(20);
gSaveContext.seqId = 0xFF;
gSaveContext.ambienceId = 0xFF;
}
if (func_800FD768()) {
func_801A4058(20);
gSaveContext.seqId = 0xFF;
gSaveContext.ambienceId = 0xFF;
}
if (func_800FE590(this) && (Entrance_GetSceneId(this->nextEntrance + sceneLayer) >= 0) &&
(Audio_GetActiveSequence(0) == NA_BGM_FINAL_HOURS)) {
func_801A41C8(20);
}
}
if (!D_801D0D54) {
Play_SetupTransition(this, Play_ChooseDynamicTransition(this, this->transitionType));
}
if (this->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) {
// non-instance modes break out of this switch
break;
}
// fallthrough
case TRANS_MODE_INSTANCE_INIT: {
s32 transWipeSpeed;
s32 transFadeDuration;
u32 color;
this->transitionCtx.init(&this->transitionCtx.instanceData);
if (this->transitionCtx.transitionType & 0x60) {
this->transitionCtx.setType(&this->transitionCtx.instanceData,
this->transitionCtx.transitionType | 0x80);
}
if ((this->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) ||
(this->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) {
transWipeSpeed = 28;
} else {
transWipeSpeed = 14;
}
gSaveContext.transWipeSpeed = transWipeSpeed;
switch (this->transitionCtx.transitionType) {
case TRANS_TYPE_FADE_BLACK_FAST:
case TRANS_TYPE_FADE_WHITE_FAST:
transFadeDuration = 20;
break;
case TRANS_TYPE_FADE_BLACK_SLOW:
case TRANS_TYPE_FADE_WHITE_SLOW:
transFadeDuration = 150;
break;
case TRANS_TYPE_FADE_WHITE_INSTANT:
transFadeDuration = 2;
break;
default:
transFadeDuration = 60;
break;
}
gSaveContext.transFadeDuration = transFadeDuration;
switch (this->transitionCtx.transitionType) {
case TRANS_TYPE_FADE_WHITE:
case TRANS_TYPE_FADE_WHITE_FAST:
case TRANS_TYPE_FADE_WHITE_SLOW:
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
case TRANS_TYPE_FADE_WHITE_INSTANT:
color = RGBA8(160, 160, 160, 255);
break;
case TRANS_TYPE_FADE_GREEN:
color = RGBA8(140, 140, 100, 255);
break;
case TRANS_TYPE_FADE_BLUE:
color = RGBA8(70, 100, 110, 255);
break;
default:
color = RGBA8(0, 0, 0, 255);
break;
}
this->transitionCtx.setColor(&this->transitionCtx.instanceData, color);
if (this->transitionCtx.setEnvColor != NULL) {
this->transitionCtx.setEnvColor(&this->transitionCtx.instanceData, color);
}
this->transitionCtx.setType(&this->transitionCtx.instanceData,
(this->transitionTrigger == TRANS_TRIGGER_END) ? 1 : 2);
this->transitionCtx.start(&this->transitionCtx.instanceData);
if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) {
this->transitionMode = TRANS_MODE_INSTANCE_WAIT;
} else {
this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
}
case TRANS_MODE_INSTANCE_RUNNING:
if (this->transitionCtx.isDone(&this->transitionCtx.instanceData)) {
if (this->transitionTrigger != TRANS_TRIGGER_END) {
if (this->transitionCtx.transitionType == TRANS_TYPE_CIRCLE) {
D_801D0D54 = false;
}
if (gSaveContext.gameMode == 4) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, sizeof(TitleSetupState));
} else if (gSaveContext.gameMode != 2) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState));
gSaveContext.save.entrance = this->nextEntrance;
if (gSaveContext.minigameState == 1) {
gSaveContext.minigameState = 3;
}
} else {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, sizeof(FileSelectState));
}
} else {
if (this->transitionCtx.transitionType == TRANS_TYPE_CIRCLE) {
D_801D0D54 = true;
} else {
this->transitionCtx.destroy(&this->transitionCtx.instanceData);
Play_ClearTransition(this);
}
this->transitionMode = TRANS_MODE_OFF;
if (gTrnsnUnkState == 3) {
TransitionUnk_Destroy(&sTrnsnUnk);
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
}
}
this->transitionTrigger = TRANS_TRIGGER_OFF;
} else {
this->transitionCtx.update(&this->transitionCtx.instanceData, this->state.framerateDivisor);
}
break;
}
// update non-instance transitions
switch (this->transitionMode) {
case TRANS_MODE_FILL_WHITE_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 160;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 160;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_FILL_IN:
this->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f;
if (sTransitionFillTimer >= 20) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState));
gSaveContext.save.entrance = this->nextEntrance;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_OUT:
this->envCtx.screenFillColor[3] = (1.0f - (sTransitionFillTimer / 20.0f)) * 255.0f;
if (sTransitionFillTimer >= 20) {
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
this->envCtx.fillScreen = false;
} else {
sTransitionFillTimer++;
}
break;
case TRANS_MODE_FILL_BROWN_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 170;
this->envCtx.screenFillColor[1] = 160;
this->envCtx.screenFillColor[2] = 150;
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.screenFillColor[3] = 0;
this->transitionMode = TRANS_MODE_FILL_IN;
} else {
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_FILL_OUT;
}
break;
case TRANS_MODE_INSTANT:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState));
gSaveContext.save.entrance = this->nextEntrance;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
} else {
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
break;
case TRANS_MODE_INSTANCE_WAIT:
if (gSaveContext.cutsceneTransitionControl != 0) {
this->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
}
break;
case TRANS_MODE_SANDSTORM_INIT:
if (this->transitionTrigger != TRANS_TRIGGER_END) {
this->envCtx.sandstormState = 1;
this->transitionMode = TRANS_MODE_SANDSTORM;
} else {
this->envCtx.sandstormState = 2;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
this->transitionMode = TRANS_MODE_SANDSTORM;
}
break;
case TRANS_MODE_SANDSTORM:
func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG);
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA < 110) {
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
} else {
if (this->envCtx.sandstormEnvA == 255) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState));
gSaveContext.save.entrance = this->nextEntrance;
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_SANDSTORM_END_INIT:
if (this->transitionTrigger == TRANS_TRIGGER_END) {
this->envCtx.sandstormState = 4;
this->envCtx.sandstormPrimA = 255;
this->envCtx.sandstormEnvA = 255;
this->transitionMode = TRANS_MODE_SANDSTORM_END;
} else {
this->transitionMode = TRANS_MODE_SANDSTORM_INIT;
}
break;
case TRANS_MODE_SANDSTORM_END:
func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG);
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA <= 0) {
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
case TRANS_MODE_CS_BLACK_FILL_INIT:
sTransitionFillTimer = 0;
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = 0;
this->envCtx.screenFillColor[1] = 0;
this->envCtx.screenFillColor[2] = 0;
this->envCtx.screenFillColor[3] = 255;
this->transitionMode = TRANS_MODE_CS_BLACK_FILL;
break;
case TRANS_MODE_CS_BLACK_FILL:
if (gSaveContext.cutsceneTransitionControl != 0) {
this->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl <= 100) {
gTrnsnUnkState = 0;
Game_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
}
break;
}
}
// Stack issues
#ifdef NON_MATCHING
void Play_Update(PlayState* this) {
PlayState* this2 = this;
u8 pad60;
s32 sp5C = 0;
Input* pad58 = this->state.input;
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
if (SREG(89) == 2) {
SREG(89) = 3;
MsgEvent_SendNullTask();
func_80165E1C(&this->pauseBgPreRender);
SREG(89) = 0;
}
Actor_SetMovementScale(this->state.framerateDivisor);
if (FrameAdvance_Update(&this->frameAdvCtx, &pad58[1])) {
if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) {
this->transitionMode = TRANS_MODE_SETUP;
}
if (gTrnsnUnkState != 0) {
switch (gTrnsnUnkState) {
case 2:
if (TransitionUnk_Init(&sTrnsnUnk, 10, 7) == NULL) {
gTrnsnUnkState = 0;
} else {
D_801F6D0C = gZBufferPtr;
gTrnsnUnkState = 3;
Game_SetFramerateDivisor(&this->state, 1);
}
break;
case 3:
func_801647AC(&sTrnsnUnk);
break;
}
}
Play_UpdateTransition(this);
if (gTrnsnUnkState != 3) {
if ((gSaveContext.gameMode == 0) &&
(((this->msgCtx.msgMode == 0)) ||
((this->msgCtx.currentTextId == 0xFF) && (this->msgCtx.msgMode == 0x42) &&
(this->msgCtx.unk12020 == 0x41)) ||
((this->msgCtx.currentTextId >= 0x100) && (this->msgCtx.currentTextId <= 0x200))) &&
(this->gameOverCtx.state == GAMEOVER_INACTIVE)) {
KaleidoSetup_Update(this);
}
sp5C = (this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE);
AnimationContext_Reset(&this->animationCtx);
Object_UpdateBank(&this->objectCtx);
if ((sp5C == 0) && (IREG(72) == 0)) {
this->gameplayFrames++;
Rumble_SetUpdateEnabled(true);
if ((this->actorCtx.freezeFlashTimer != 0) && (this->actorCtx.freezeFlashTimer-- < 5)) {
pad60 = this->actorCtx.freezeFlashTimer;
if ((pad60 > 0) && ((pad60 % 2) != 0)) {
this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] =
this->envCtx.screenFillColor[2] = 150;
this->envCtx.screenFillColor[3] = 80;
} else {
this->envCtx.fillScreen = false;
}
} else {
Room_HandleLoadCallbacks(this, &this->roomCtx);
CollisionCheck_AT(this, &this->colChkCtx);
CollisionCheck_OC(this, &this->colChkCtx);
CollisionCheck_Damage(this, &this->colChkCtx);
CollisionCheck_ClearContext(this, &this->colChkCtx);
if (!this->haltAllActors) {
Actor_UpdateAll(this, &this->actorCtx);
}
Cutscene_Update1(this, &this->csCtx);
Cutscene_Update2(this, &this->csCtx);
Effect_UpdateAll(this);
EffectSS_UpdateAllParticles(this);
EffFootmark_Update(this);
}
} else {
Rumble_SetUpdateEnabled(false);
}
Room_nop8012D510(this, &this->roomCtx.curRoom, &pad58[1], 0);
Room_nop8012D510(this, &this->roomCtx.prevRoom, &pad58[1], 1);
SkyboxDraw_Update(&this->skyboxCtx);
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) {
KaleidoScopeCall_Update(this);
} else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_Update(this);
}
Message_Update(this);
Interface_Update(this);
AnimationContext_Update(this, &this->animationCtx);
SoundSource_UpdateAll(this);
ShrinkWindow_Update(this->state.framerateDivisor);
TransitionFade_Update(&this->unk_18E48, this->state.framerateDivisor);
}
}
if (!sp5C || gDbgCamEnabled) {
s32 sp54; // camId
s32 sp50;
Vec3s sp48; // InputDir
this->nextCamera = this->activeCamId;
for (sp54 = 0; sp54 < 4; sp54++) {
if ((sp54 != this->nextCamera) && (this->cameraPtrs[sp54] != NULL)) {
Camera_Update(&sp48, this->cameraPtrs[sp54]);
}
}
Camera_Update(&sp48, this->cameraPtrs[this->nextCamera]);
}
if (!sp5C) {
func_80166968(this, this->cameraPtrs[this->nextCamera]);
Distortion_Update();
}
Environment_Update(this, &this->envCtx, &this->lightCtx, &this->pauseCtx, &this->msgCtx, &this->gameOverCtx,
this->state.gfxCtx);
if (this->sramCtx.status != 0) {
if (gSaveContext.save.isOwlSave) {
func_80147198(&this->sramCtx);
} else {
func_80147068(&this->sramCtx);
}
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Update.s")
#endif
void func_80167DE4(PlayState* this) {
if (!D_801F6DFC) {
if (this->pauseCtx.unk_1F0 != 0) {
D_801F6DFC = true;
D_801F6D50.unk_00 = 0;
}
} else {
if (CHECK_BTN_ALL(CONTROLLER1(&this->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&this->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&this->state)->press.button, BTN_START) || (gIrqMgrResetStatus != 0)) {
D_801F6DFC = false;
this->pauseCtx.unk_1F0 = 0;
D_801F6D50.unk_00 = 0;
this->msgCtx.msgLength = 0;
this->msgCtx.msgMode = 0;
this->msgCtx.currentTextId = 0;
this->msgCtx.stateTimer = 0;
play_sound(NA_SE_SY_CANCEL);
}
}
if (D_801F6DFC) {
func_8016F5A8(this, &D_801F6D50, this->state.input);
Message_Update(this);
} else {
Play_Update(this);
}
}
void Play_DrawOverlayElements(PlayState* this) {
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) {
KaleidoScopeCall_Draw(this);
}
if (gSaveContext.gameMode == 0) {
Interface_Draw(this);
}
if (((this->pauseCtx.state == 0) && (this->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) ||
(this->msgCtx.currentTextId != 0xFF)) {
Message_Draw(this);
}
if (this->gameOverCtx.state != GAMEOVER_INACTIVE) {
GameOver_FadeLights(this);
}
// Shrink the whole screen display (at the end of First and Second Day by default)
if (gSaveContext.screenScaleFlag) {
Gfx* nextOpa;
Gfx* opa;
GraphicsContext* gfxCtx = this->state.gfxCtx;
D_801F6D4C->scale = gSaveContext.screenScale / 1000.0f;
OPEN_DISPS(gfxCtx);
opa = POLY_OPA_DISP;
nextOpa = Graph_GfxPlusOne(opa);
gSPDisplayList(OVERLAY_DISP++, nextOpa);
func_80141778(D_801F6D4C, &nextOpa, this->unk_18E60, gfxCtx);
gSPEndDisplayList(nextOpa++);
Graph_BranchDlist(opa, nextOpa);
POLY_OPA_DISP = nextOpa;
CLOSE_DISPS(gfxCtx);
}
}
#ifdef NON_MATCHING
void Play_Draw(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
Lights* sp268;
Vec3f sp25C;
u8 sp25B = false;
f32 var_fv0; // fogFar
if (SREG(94) >= 4) {
PreRender_ApplyFiltersSlowlyDestroy(&this->pauseBgPreRender);
SREG(94) = 0;
}
if ((SREG(94) < 2) && (gTrnsnUnkState < 2)) {
if (this->skyboxCtx.skyboxShouldDraw || (this->roomCtx.curRoom.mesh->type0.type == 1)) {
func_8012CF0C(gfxCtx, 0, 1, 0, 0, 0);
} else {
func_8012CF0C(gfxCtx, 1, 1, this->lightCtx.fogColor.r, this->lightCtx.fogColor.g,
this->lightCtx.fogColor.b);
}
} else {
func_8012CF0C(gfxCtx, 0, 0, 0, 0, 0);
}
OPEN_DISPS(gfxCtx);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
gSPSegment(OVERLAY_DISP++, 0x02, this->sceneSegment);
ShrinkWindow_Draw(gfxCtx);
POLY_OPA_DISP = Play_SetFog(this, POLY_OPA_DISP);
POLY_XLU_DISP = Play_SetFog(this, POLY_XLU_DISP);
// fogFar
var_fv0 = this->lightCtx.fogFar;
if (var_fv0 > 12800.0f) {
var_fv0 = 12800.0f;
}
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, var_fv0);
View_Apply(&this->view, 0xF);
// The billboard matrix temporarily stores the viewing matrix
Matrix_MtxToMtxF(&this->view.viewing, &this->billboardMtxF);
Matrix_MtxToMtxF(&this->view.projection, &this->viewProjectionMtxF);
this->projectionMtxFDiagonal.x = this->viewProjectionMtxF.xx;
this->projectionMtxFDiagonal.y = this->viewProjectionMtxF.yy;
this->projectionMtxFDiagonal.z = -this->viewProjectionMtxF.zz;
SkinMatrix_MtxFMtxFMult(&this->viewProjectionMtxF, &this->billboardMtxF, &this->viewProjectionMtxF);
this->billboardMtxF.mf[3][2] =
(this->billboardMtxF.mf[3][1] =
(this->billboardMtxF.mf[3][0] =
(this->billboardMtxF.mf[2][3] =
(this->billboardMtxF.mf[1][3] = (this->billboardMtxF.mf[0][3] = 0.0f)))));
Matrix_Transpose(&this->billboardMtxF);
this->billboardMtx = GRAPH_ALLOC(this->state.gfxCtx, 0x80);
Matrix_MtxFToMtx(&this->billboardMtxF, this->billboardMtx);
Matrix_RotateYF(((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(this)) + 0x8000)) * 0.0000958738f, MTXMODE_NEW);
Matrix_ToMtx(this->billboardMtx + 1);
gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx);
gSPSegment(POLY_XLU_DISP++, 0x01, this->billboardMtx);
gSPSegment(OVERLAY_DISP++, 0x01, this->billboardMtx);
if (1) {
Gfx* sp218;
Gfx* sp214 = POLY_OPA_DISP;
sp218 = Graph_GfxPlusOne(sp214);
gSPDisplayList(OVERLAY_DISP++, sp218);
if (((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || (this->transitionMode == TRANS_TYPE_INSTANT)) ||
D_801D0D54) {
View spA8;
View_Init(&spA8, gfxCtx);
spA8.flags = 0xA;
SET_FULLSCREEN_VIEWPORT(&spA8);
View_ApplyTo(&spA8, &sp218);
this->transitionCtx.draw(&this->transitionCtx.instanceData, &sp218);
}
TransitionFade_Draw(&this->unk_18E48, &sp218);
if (gVisMonoColor.a != 0) {
sVisMono.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&sVisMono, &sp218);
}
gSPEndDisplayList(sp218++);
Graph_BranchDlist(sp214, sp218);
POLY_OPA_DISP = sp218;
}
if (gTrnsnUnkState == 3) {
Gfx* sp90 = POLY_OPA_DISP;
TransitionUnk_Draw(&sTrnsnUnk, &sp90);
POLY_OPA_DISP = sp90;
sp25B = true;
goto Play_Draw_DrawOverlayElements;
}
PreRender_SetValues(&this->pauseBgPreRender, D_801FBBCC, D_801FBBCE, gfxCtx->curFrameBuffer, gfxCtx->zbuffer);
if (SREG(94) == 2) {
MsgEvent_SendNullTask();
if (!gSaveContext.screenScaleFlag) {
PreRender_ApplyFiltersSlowlyInit(&this->pauseBgPreRender);
}
SREG(94) = 3;
SREG(33) |= 1;
} else {
if (SREG(94) == 3) {
Gfx* sp8C = POLY_OPA_DISP;
if (this->pauseBgPreRender.unk_4D == 2) {
func_80170B28(&this->pauseBgPreRender, &sp8C);
} else {
func_80170798(&this->pauseBgPreRender, &sp8C);
}
gSPDisplayList(sp8C++, D_0E000140);
POLY_OPA_DISP = sp8C;
sp25B = true;
goto Play_Draw_DrawOverlayElements;
}
if (!this->unk_18844) {
if (this->skyboxId && !this->envCtx.skyboxDisabled) {
if ((this->skyboxId == 1) || (this->skyboxId == 3)) {
Environment_UpdateSkybox(this->skyboxId, &this->envCtx, &this->skyboxCtx);
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, this->envCtx.unk_13, this->view.eye.x,
this->view.eye.y, this->view.eye.z);
} else if (!this->skyboxCtx.skyboxShouldDraw) {
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x, this->view.eye.y,
this->view.eye.z);
}
}
func_800FE390(this);
sp268 = LightContext_NewLights(&this->lightCtx, gfxCtx);
if (this->roomCtx.curRoom.enablePosLights || (MREG(93) != 0)) {
sp268->enablePosLights = true;
}
Lights_BindAll(sp268, this->lightCtx.listHead, NULL, this);
Lights_Draw(sp268, gfxCtx);
Scene_Draw(this);
if (this->roomCtx.unk78) {
//! FAKE: Regalloc around here. s64 solves the regalloc,
// but much too large on the stack. Need:
// `if (stuff that evaluates to 0 but not trivially)`
s64 roomDrawFlags = 3;
Room_Draw(this, &this->roomCtx.curRoom, roomDrawFlags);
Room_Draw(this, &this->roomCtx.prevRoom, roomDrawFlags);
}
if (this->skyboxCtx.skyboxShouldDraw) {
Vec3f sp78;
if (1) {}
Camera_GetQuakeOffset(&sp78, GET_ACTIVE_CAM(this));
SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + sp78.x,
this->view.eye.y + sp78.y, this->view.eye.z + sp78.z);
}
// envCtx.precipitation[PRECIP_RAIN_CUR]
if (this->envCtx.unk_F2[1] != 0) {
Environment_DrawRain(this, &this->view, gfxCtx);
}
}
Environment_FillScreen(gfxCtx, 0, 0, 0, this->bgCoverAlpha, 1);
Actor_DrawAll(this, &this->actorCtx);
if (!this->envCtx.sunMoonDisabled) {
sp25C.x = this->view.eye.x + this->envCtx.unk_4;
sp25C.y = this->view.eye.y + this->envCtx.unk_8;
sp25C.z = this->view.eye.z + this->envCtx.unk_C;
Environment_DrawSunLensFlare(this, &this->envCtx, &this->view, gfxCtx, sp25C);
}
Environment_DrawCustomLensFlare(this);
if (R_PLAY_FILL_SCREEN_ON) {
Environment_FillScreen(gfxCtx, R_PLAY_FILL_SCREEN_R, R_PLAY_FILL_SCREEN_G, R_PLAY_FILL_SCREEN_B,
R_PLAY_FILL_SCREEN_ALPHA, 3);
}
switch (this->envCtx.fillScreen) {
case 1:
Environment_FillScreen(gfxCtx, this->envCtx.screenFillColor[0], this->envCtx.screenFillColor[1],
this->envCtx.screenFillColor[2], this->envCtx.screenFillColor[3], 3);
break;
default:
break;
}
if (this->envCtx.sandstormState != 0) {
Environment_DrawSandstorm(this, this->envCtx.sandstormState);
}
if (this->unk_18876 != 0) {
Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_18876, 3);
}
DebugDisplay_DrawObjects(this);
Play_DrawMotionBlur(this);
if (((SREG(94) == 1) || (gTrnsnUnkState == 1)) || (SREG(89) == 1)) {
Gfx* sp74;
Gfx* sp70 = POLY_OPA_DISP;
sp74 = Graph_GfxPlusOne(sp70);
gSPDisplayList(OVERLAY_DISP++, sp74);
this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
if (SREG(94) == 1) {
SREG(94) = 2;
this->pauseBgPreRender.fbufSave = (u16*)gfxCtx->zbuffer;
this->pauseBgPreRender.cvgSave = this->unk_18E58;
} else if (SREG(89) == 1) {
SREG(89) = 2;
this->pauseBgPreRender.fbufSave = (u16*)gfxCtx->zbuffer;
this->pauseBgPreRender.cvgSave = this->unk_18E58;
} else {
gTrnsnUnkState = 2;
this->pauseBgPreRender.fbufSave = (u16*)gfxCtx->zbuffer;
this->pauseBgPreRender.cvgSave = NULL;
}
func_801705B4(&this->pauseBgPreRender, &sp74);
if (this->pauseBgPreRender.cvgSave != NULL) {
func_80170730(&this->pauseBgPreRender, &sp74);
}
gSPEndDisplayList(sp74++);
Graph_BranchDlist(sp70, sp74);
POLY_OPA_DISP = sp74;
this->unk_18B49 = 2;
SREG(33) |= 1;
} else {
Play_Draw_DrawOverlayElements:
Play_DrawOverlayElements(this);
}
}
//! Fake: regalloc around here
if (this && this && this) {}
if ((this->view.unk164 != 0) && !gDbgCamEnabled) {
Vec3s sp4C;
Camera_Update(&sp4C, GET_ACTIVE_CAM(this));
View_UpdateViewingMatrix(&this->view);
this->view.unk164 = 0;
if ((this->skyboxId != 0) && !this->envCtx.skyboxDisabled) {
SkyboxDraw_UpdateMatrix(&this->skyboxCtx, this->view.eye.x, this->view.eye.y, this->view.eye.z);
}
}
if (!sp25B) {
func_800FE3E0(this);
}
CLOSE_DISPS(this->state.gfxCtx);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Draw.s")
#endif
void func_80168DAC(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
{
GraphicsContext* gfxCtx2 = this->state.gfxCtx;
if (D_801F6DFC) {
if (D_801FBBD4 != 1) {
MsgEvent_SendNullTask();
func_80178818();
gfxCtx2->curFrameBuffer = SysCfb_GetFbPtr(gfxCtx2->framebufferIdx % 2);
gfxCtx2->zbuffer = SysCfb_GetZBuffer();
gfxCtx2->viMode = D_801FBB88;
gfxCtx2->viConfigFeatures = gViConfigFeatures;
gfxCtx2->xScale = gViConfigXScale;
gfxCtx2->yScale = gViConfigYScale;
gfxCtx2->updateViMode = true;
}
} else {
if (D_801FBBD4 != 0) {
MsgEvent_SendNullTask();
func_80178750();
gfxCtx2->curFrameBuffer = SysCfb_GetFbPtr(gfxCtx2->framebufferIdx % 2);
gfxCtx2->zbuffer = SysCfb_GetZBuffer();
gfxCtx2->viMode = D_801FBB88;
gfxCtx2->viConfigFeatures = gViConfigFeatures;
gfxCtx2->xScale = gViConfigXScale;
gfxCtx2->yScale = gViConfigYScale;
gfxCtx2->updateViMode = true;
}
}
}
if (D_801F6DFC && ((SREG(2) != 2) || (gZBufferPtr == NULL))) {
func_8016F1A8(&D_801F6D50, gfxCtx);
Message_Draw(this);
} else {
Play_Draw(this);
}
}
void Play_Main(GameState* thisx) {
static Input* D_801D0D60 = NULL;
PlayState* this = (PlayState*)thisx;
D_801D0D60 = CONTROLLER1(&this->state);
DebugDisplay_Init();
{
GraphicsContext* gfxCtx = this->state.gfxCtx;
if (1) {
this->state.gfxCtx = NULL;
}
func_80167DE4(this);
this->state.gfxCtx = gfxCtx;
}
{
Input sp28 = *CONTROLLER1(&this->state);
if (1) {
*CONTROLLER1(&this->state) = D_801F6C18;
}
func_80168DAC(this);
*CONTROLLER1(&this->state) = sp28;
}
ActorCutscene_Update();
ActorCutscene_ClearWaiting();
}
s32 Play_InCsMode(PlayState* this) {
return (this->csCtx.state != 0) || Player_InCsMode(this);
}
f32 func_80169100(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* feetPos) {
f32 floorHeight = BgCheck_EntityRaycastFloor3(&this->colCtx, poly, bgId, feetPos);
if (floorHeight > BGCHECK_Y_MIN) {
func_800C0094(*poly, feetPos->x, floorHeight, feetPos->z, mtx);
} else {
mtx->xy = 0.0f;
mtx->zx = 0.0f;
mtx->yx = 0.0f;
mtx->xx = 0.0f;
mtx->wz = 0.0f;
mtx->xz = 0.0f;
mtx->wy = 0.0f;
mtx->wx = 0.0f;
mtx->zz = 0.0f;
mtx->yz = 0.0f;
mtx->zy = 0.0f;
mtx->yy = 1.0f;
mtx->xw = feetPos->x;
mtx->yw = feetPos->y;
mtx->zw = feetPos->z;
mtx->ww = 1.0f;
}
return floorHeight;
}
void func_801691F0(PlayState* this, MtxF* mtx, Vec3f* feetPos) {
CollisionPoly* poly;
s32 bgId;
func_80169100(this, mtx, &poly, &bgId, feetPos);
}
void* Play_LoadFile(PlayState* this, RomFile* entry) {
size_t size = entry->vromEnd - entry->vromStart;
void* allocp = THA_AllocEndAlign16(&this->state.heap, size);
DmaMgr_SendRequest0(allocp, entry->vromStart, size);
return allocp;
}
void Play_InitEnvironment(PlayState* this, s16 skyboxId) {
Skybox_Init(&this->state, &this->skyboxCtx, skyboxId);
Environment_Init(this, &this->envCtx, 0);
}
void Play_InitScene(PlayState* this, s32 spawn) {
this->curSpawn = spawn;
this->linkActorEntry = NULL;
this->actorCsCamList = NULL;
this->setupEntranceList = NULL;
this->setupExitList = NULL;
this->unk_18868 = NULL;
this->setupPathList = NULL;
this->sceneMaterialAnims = NULL;
this->roomCtx.unk74 = NULL;
this->numSetupActors = 0;
Object_InitBank(&this->state, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
Door_InitContext(&this->state, &this->doorCtx);
Room_Init(this, &this->roomCtx);
gSaveContext.worldMapArea = 0;
Scene_ProcessHeader(this, this->sceneSegment);
Play_InitEnvironment(this, this->skyboxId);
}
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
s32 pad;
SceneTableEntry* sp1C = &gSceneTable[sceneId];
sp1C->unk_D = 0;
this->loadedScene = sp1C;
this->sceneId = sceneId;
this->sceneConfig = sp1C->drawConfig;
this->sceneSegment = Play_LoadFile(this, &sp1C->segment);
sp1C->unk_D = 0;
gSegments[0x02] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
Play_InitScene(this, spawn);
Room_AllocateAndLoad(this, &this->roomCtx);
}
void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos) {
f32 invW;
// screenPos temporarily stores the projectedPos
Actor_GetProjectedPos(this, worldPos, screenPos, &invW);
screenPos->x = (SCREEN_WIDTH / 2) + (screenPos->x * invW * (SCREEN_WIDTH / 2));
screenPos->y = (SCREEN_HEIGHT / 2) - (screenPos->y * invW * (SCREEN_HEIGHT / 2));
}
s16 Play_CreateSubCamera(PlayState* this) {
s16 subCamId;
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
if (this->cameraPtrs[subCamId] == NULL) {
break;
}
}
// if no subCameras available
if (subCamId == NUM_CAMS) {
return CAM_ID_NONE;
}
this->cameraPtrs[subCamId] = &this->subCameras[subCamId - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[subCamId], &this->view, &this->colCtx, this);
this->cameraPtrs[subCamId]->camId = subCamId;
return subCamId;
}
s16 Play_GetActiveCamId(PlayState* this) {
return this->activeCamId;
}
s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (status == CAM_STATUS_ACTIVE) {
this->activeCamId = camIdx;
}
return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
}
void Play_ClearCamera(PlayState* this, s16 camId) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
if (this->cameraPtrs[camIdx] != NULL) {
Camera_ChangeStatus(this->cameraPtrs[camIdx], CAM_STATUS_INACTIVE);
this->cameraPtrs[camIdx] = NULL;
}
}
void Play_ClearAllSubCameras(PlayState* this) {
s16 subCamId;
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
if (this->cameraPtrs[subCamId] != NULL) {
Play_ClearCamera(this, subCamId);
}
}
this->activeCamId = CAM_ID_MAIN;
}
Camera* Play_GetCamera(PlayState* this, s16 camId) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
return this->cameraPtrs[camIdx];
}
/**
* @return bit-packed success if each of the params were applied
*/
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 successfullySet = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successfullySet <<= 1;
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
camera->dist = Math3D_Distance(at, eye);
if (camera->focalActor != NULL) {
camera->atActorOffset.x = at->x - camera->focalActor->world.pos.x;
camera->atActorOffset.y = at->y - camera->focalActor->world.pos.y;
camera->atActorOffset.z = at->z - camera->focalActor->world.pos.z;
} else {
camera->atActorOffset.x = camera->atActorOffset.y = camera->atActorOffset.z = 0.0f;
}
camera->atLerpStepScale = 0.01f;
return successfullySet;
}
/**
* @return bit-packed success if each of the params were applied
*/
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 successfullySet = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successfullySet <<= 1;
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
successfullySet <<= 1;
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
camera->dist = Math3D_Distance(at, eye);
if (camera->focalActor != NULL) {
camera->atActorOffset.x = at->x - camera->focalActor->world.pos.x;
camera->atActorOffset.y = at->y - camera->focalActor->world.pos.y;
camera->atActorOffset.z = at->z - camera->focalActor->world.pos.z;
} else {
camera->atActorOffset.x = camera->atActorOffset.y = camera->atActorOffset.z = 0.0f;
}
camera->atLerpStepScale = 0.01f;
return successfullySet;
}
/**
* @return true if the fov was successfully set
*/
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov) {
s32 successfullySet = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
if (1) {}
return successfullySet;
}
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
camera->roll = roll;
return 1;
}
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? this->activeCamId : srcCamId;
s16 destCamId1 = (destCamId == CAM_ID_NONE) ? this->activeCamId : destCamId;
Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
}
// Same as Play_ChangeCameraSetting but also calls Camera_InitPlayerSettings
s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
camera = this->cameraPtrs[camIdx];
Camera_InitPlayerSettings(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
}
// Related to bosses and fishing
void func_80169AFC(PlayState* this, s16 camId, s16 timer) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
s16 i;
Play_ClearCamera(this, camIdx);
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
if (this->cameraPtrs[i] != NULL) {
Play_ClearCamera(this, i);
}
}
if (timer <= 0) {
Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STATUS_ACTIVE);
this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->doorTimer2 = 0;
}
}
s16 Play_GetCameraUID(PlayState* this, s16 camId) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return camera->uid;
} else {
return -1;
}
}
// Unused in both MM and OoT, purpose is very unclear
s16 func_80169BF8(PlayState* this, s16 camId, s16 uid) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return 0;
} else if (camera->uid != uid) {
return 0;
} else if (camera->status != CAM_STATUS_ACTIVE) {
return 2;
} else {
return 1;
}
}
u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex) {
ActorCsCamInfo* actorCsCamList = &this->actorCsCamList[csCamDataIndex];
return actorCsCamList->setting;
}
Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex) {
ActorCsCamInfo* actorCsCamList = &this->actorCsCamList[csCamDataIndex];
return Lib_SegmentedToVirtual(actorCsCamList->actorCsCamFuncData);
}
/**
* Converts the number of a scene to its "original" equivalent, the default version of the area which the player first
* enters.
*/
s16 Play_GetOriginalSceneId(s16 sceneId) {
// Inverted Stone Tower Temple -> Stone Tower Temple
if (sceneId == SCENE_INISIE_R) {
return SCENE_INISIE_N;
}
// Purified Southern Swamp -> Poisoned Sothern Swamp
if (sceneId == SCENE_20SICHITAI2) {
return SCENE_20SICHITAI;
}
// Spring Mountain Village -> Winter Mountain Village
if (sceneId == SCENE_10YUKIYAMANOMURA2) {
return SCENE_10YUKIYAMANOMURA;
}
// Spring Goron Village -> Winter Goron Village
if (sceneId == SCENE_11GORONNOSATO2) {
return SCENE_11GORONNOSATO;
}
// Spring Path to Goron Village -> Winter Path to Goron Village
if (sceneId == SCENE_17SETUGEN2) {
return SCENE_17SETUGEN;
}
// Inverted Stone Tower -> Stone Tower
if (sceneId == SCENE_F41) {
return SCENE_F40;
}
return sceneId;
}
/**
* Copies the flags set in ActorContext over to the current scene's CycleSceneFlags, usually using the original scene
* number. Exception for Inverted Stone Tower Temple, which uses its own.
*/
void Play_SaveCycleSceneFlags(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
CycleSceneFlags* cycleSceneFlags;
cycleSceneFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(this->sceneId)];
cycleSceneFlags->chest = this->actorCtx.sceneFlags.chest;
cycleSceneFlags->switch0 = this->actorCtx.sceneFlags.switches[0];
cycleSceneFlags->switch1 = this->actorCtx.sceneFlags.switches[1];
if (this->sceneId == SCENE_INISIE_R) { // Inverted Stone Tower Temple
cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneId];
}
cycleSceneFlags->collectible = this->actorCtx.sceneFlags.collectible[0];
cycleSceneFlags->clearedRoom = this->actorCtx.sceneFlags.clearedRoom;
}
void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos,
s16 yaw) {
PlayState* this = (PlayState*)thisx;
gSaveContext.respawn[respawnMode].entrance = Entrance_Create(entrance >> 9, 0, entrance & 0xF);
gSaveContext.respawn[respawnMode].roomIndex = roomIndex;
gSaveContext.respawn[respawnMode].pos = *pos;
gSaveContext.respawn[respawnMode].yaw = yaw;
gSaveContext.respawn[respawnMode].playerParams = playerParams;
gSaveContext.respawn[respawnMode].tempSwitchFlags = this->actorCtx.sceneFlags.switches[2];
gSaveContext.respawn[respawnMode].unk_18 = this->actorCtx.sceneFlags.collectible[1];
gSaveContext.respawn[respawnMode].tempCollectFlags = this->actorCtx.sceneFlags.collectible[2];
}
void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams) {
PlayState* this = (PlayState*)thisx;
Player* player = GET_PLAYER(this);
if (this->sceneId != SCENE_KAKUSIANA) { // Grottos
Play_SetRespawnData(&this->state, respawnMode, (u16)((void)0, gSaveContext.save.entrance),
this->roomCtx.curRoom.num, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
}
}
// Override respawn data in Sakon's Hideout
void func_80169ECC(PlayState* this) {
if (this->sceneId == SCENE_SECOM) {
this->nextEntrance = ENTRANCE(IKANA_CANYON, 6);
gSaveContext.respawnFlag = -7;
}
}
void Play_TriggerVoidOut(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwitchFlags = this->actorCtx.sceneFlags.switches[2];
gSaveContext.respawn[RESPAWN_MODE_DOWN].unk_18 = this->actorCtx.sceneFlags.collectible[1];
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.sceneFlags.collectible[2];
this->nextEntrance = gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance;
gSaveContext.respawnFlag = 1;
func_80169ECC(this);
this->transitionTrigger = TRANS_TRIGGER_START;
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_LoadToLastEntrance(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
this->nextEntrance = gSaveContext.respawn[RESPAWN_MODE_TOP].entrance;
gSaveContext.respawnFlag = -1;
func_80169ECC(this);
this->transitionTrigger = TRANS_TRIGGER_START;
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
void Play_TriggerRespawn(GameState* thisx) {
Play_LoadToLastEntrance(thisx);
}
// Used by Kankyo to determine how to change the lighting, e.g. for game over.
s32 func_80169FFC(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
return this->roomCtx.curRoom.mesh->type0.type != 1;
}
s32 FrameAdvance_IsEnabled(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
return this->frameAdvCtx.enabled != 0;
}
// Unused, unchanged from OoT, which uses it only in one Camera function.
/**
* @brief Tests if \p actor is a door and the sides are different rooms.
*
* @param[in] thisx GameState, promoted to play inside.
* @param[in] actor Actor to test.
* @param[out] yaw Facing angle of the actor, or reverse if in the back room.
* @return true if \p actor is a door and the sides are in different rooms, false otherwise
*/
s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw) {
PlayState* this = (PlayState*)thisx;
TransitionActorEntry* transitionActor;
s8 frontRoom;
if (actor->category != ACTORCAT_DOOR) {
return false;
}
transitionActor = &this->doorCtx.transitionActorList[(u16)actor->params >> 10];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {
return false;
}
if (frontRoom == actor->room) {
*yaw = actor->shape.rot.y;
} else {
*yaw = actor->shape.rot.y + 0x8000;
}
return true;
}
// Unused
/**
* @brief Tests if \p pos is underwater.
*
* @param[in] this PlayState
* @param[in] pos position to test
* @return true if inside a waterbox and not above a void.
*/
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos) {
WaterBox* waterBox;
CollisionPoly* poly;
Vec3f waterSurfacePos;
s32 bgId;
waterSurfacePos = *pos;
if ((WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
&waterBox) == true) &&
(pos->y < waterSurfacePos.y) &&
(BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN)) {
return true;
} else {
return false;
}
}
s32 Play_IsDebugCamEnabled(void) {
return gDbgCamEnabled;
}
// A mapping from playerActorCsIds to sGlobalCamDataSettings indices.
s16 D_801D0D64[] = { -3, -2, -4, -5, -7, -11, -8, -9, -6, -16 };
// Used by Player
/**
* Extract the common actor cutscene ids used by Player from the scene and set the actor cutscene ids in
* this->playerActorCsIds. If a playerActorCsId is not present in the scene, then that particular id is set
* to -1. Otherwise, if there is an ActorCutscene where csCamSceneDataId matches the appropriate element of D_801D0D64,
* set the corresponding playerActorCsId (and possibly change its priority for the zeroth one)
*/
void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId) {
PlayState* this = (PlayState*)thisx;
s32 i;
s16* curPlayerActorCsId = this->playerActorCsIds;
s16* phi_s1 = D_801D0D64;
for (i = 0; i < ARRAY_COUNT(this->playerActorCsIds); i++, curPlayerActorCsId++, phi_s1++) {
ActorCutscene* actorCutscene;
s32 curActorCsId;
*curPlayerActorCsId = -1;
for (curActorCsId = startActorCsId; curActorCsId != -1; curActorCsId = actorCutscene->additionalCutscene) {
actorCutscene = ActorCutscene_GetCutscene(curActorCsId);
if (actorCutscene->csCamSceneDataId == *phi_s1) {
if ((actorCutscene->csCamSceneDataId == -3) &&
(actorCutscene->priority == 700)) { // override ocarina cs priority
actorCutscene->priority = 550;
}
*curPlayerActorCsId = curActorCsId;
break;
}
}
}
}
// Set values to fill screen
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha) {
R_PLAY_FILL_SCREEN_ON = fillScreenOn;
R_PLAY_FILL_SCREEN_R = red;
R_PLAY_FILL_SCREEN_G = green;
R_PLAY_FILL_SCREEN_B = blue;
R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 pad;
u32 temp_v0_12;
s32 sp94;
Player* player;
s32 i;
s32 spawn;
u8 sp87;
s32 scene;
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
if (gSaveContext.eventInf[2] & 0x80) {
gSaveContext.eventInf[2] &= (u8)~0x80;
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, DayTelop_Init, sizeof(DayTelopState));
return;
}
gSaveContext.unk_3CA7 = 1;
if (gSaveContext.respawnFlag == ~0x62) {
gSaveContext.respawnFlag = 2;
}
} else {
gSaveContext.unk_3CA7 = 0;
}
if (gSaveContext.save.entrance == -1) {
gSaveContext.save.entrance = 0;
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, sizeof(TitleSetupState));
return;
}
if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) {
scene = ((void)0, gSaveContext.save.entrance) >> 9;
spawn = (((void)0, gSaveContext.save.entrance) >> 4) & 0x1F;
if (gSaveContext.save.weekEventReg[33] & 0x80) {
if (scene == ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER) {
scene = ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_GORON_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING;
} else if ((scene == ENTR_SCENE_SNOWHEAD) || (scene == ENTR_SCENE_PATH_TO_SNOWHEAD) ||
(scene == ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE) || (scene == ENTR_SCENE_GORON_SHRINE) ||
(scene == ENTR_SCENE_GORON_RACETRACK)) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
}
if (gSaveContext.save.weekEventReg[20] & 2) {
if (scene == ENTR_SCENE_SOUTHERN_SWAMP_POISONED) {
scene = ENTR_SCENE_SOUTHERN_SWAMP_CLEARED;
} else if (scene == ENTR_SCENE_WOODFALL) {
gSaveContext.nextCutsceneIndex = 0xFFF1;
}
}
if ((gSaveContext.save.weekEventReg[52] & 0x20) && (scene == ENTR_SCENE_IKANA_CANYON)) {
gSaveContext.nextCutsceneIndex = 0xFFF2;
}
if ((gSaveContext.save.weekEventReg[55] & 0x80) &&
((scene == ENTR_SCENE_GREAT_BAY_COAST) || (scene == ENTR_SCENE_ZORA_CAPE))) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
if (INV_CONTENT(ITEM_OCARINA) != ITEM_OCARINA) {
if ((scene == ENTR_SCENE_TERMINA_FIELD) &&
(((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) {
gSaveContext.nextCutsceneIndex = 0xFFF4;
}
}
//! FAKE:
gSaveContext.save.entrance =
Entrance_Create(((void)0, scene), spawn, ((void)0, gSaveContext.save.entrance) & 0xF);
}
GameState_Realloc(&this->state, 0);
KaleidoManager_Init(this);
ShrinkWindow_Init();
View_Init(&this->view, gfxCtx);
func_801A3EC0(0);
Quake_Init();
Distortion_Init(this);
for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STATUS_ACTIVE);
for (i = 0; i < ARRAY_COUNT(this->subCameras); i++) {
Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STATUS_INACTIVE);
}
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = CAM_ID_MAIN;
this->activeCamId = CAM_ID_MAIN;
func_800DFF18(&this->mainCamera, 0x7F);
Sram_Alloc(&this->state, &this->sramCtx);
Construct_InitRegs(this);
Message_Init(this);
GameOver_Init(this);
SoundSource_InitAll(this);
EffFootmark_Init(this);
Effect_Init(this);
EffectSS_Init(this, 100);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
Cutscene_Init(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.save.cutscene = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.save.cutscene == 0xFFFD) {
gSaveContext.save.cutscene = 0;
}
if (gSaveContext.nextDayTime != 0xFFFF) {
gSaveContext.save.time = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if ((gSaveContext.save.time >= CLOCK_TIME(18, 0)) || (gSaveContext.save.time < CLOCK_TIME(6, 30))) {
gSaveContext.save.isNight = true;
} else {
gSaveContext.save.isNight = false;
}
func_800EDDB0(this);
if (((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 1)) || (gSaveContext.save.cutscene >= 0xFFF0)) {
gSaveContext.unk_3DC0 = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = (gSaveContext.save.cutscene & 0xF) + 1;
gSaveContext.save.cutscene = 0;
} else {
gSaveContext.sceneLayer = 0;
}
sp87 = gSaveContext.sceneLayer;
Play_SpawnScene(
this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)));
KaleidoScopeCall_Init(this);
func_80121FC4(this);
if (gSaveContext.nextDayTime != 0xFFFF) {
if (gSaveContext.nextDayTime == 0x8000) {
gSaveContext.save.day++;
gSaveContext.save.daysElapsed++;
gSaveContext.dogIsLost = true;
gSaveContext.nextDayTime = -2;
} else {
gSaveContext.nextDayTime = -3;
}
}
Play_InitMotionBlur();
SREG(94) = 0;
SREG(89) = 0;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, D_801FBBCC, D_801FBBCE, NULL, NULL, NULL);
PreRender_SetValues(&this->pauseBgPreRender, D_801FBBCC, D_801FBBCE, NULL, NULL);
this->unk_18E64 = D_801FBB90;
this->pictoPhotoI8 = gPictoPhotoI8;
this->unk_18E68 = D_80784600;
this->unk_18E58 = D_80784600;
this->unk_18E60 = D_80784600;
gTrnsnUnkState = 0;
this->transitionMode = TRANS_MODE_OFF;
D_801D0D54 = false;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed(osGetTime());
Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->unk_18876 = 0;
this->bgCoverAlpha = 0;
this->haltAllActors = false;
this->unk_18844 = false;
if (gSaveContext.gameMode != 1) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
this->transitionType =
(Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sp87) >> 7) & 0x7F;
} else {
this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
TransitionFade_Init(&this->unk_18E48);
TransitionFade_SetType(&this->unk_18E48, 3);
TransitionFade_SetColor(&this->unk_18E48, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->unk_18E48);
VisMono_Init(&sVisMono);
gVisMonoColor.a = 0;
D_801F6D4C = &D_801F6D38;
func_80140E80(D_801F6D4C);
D_801F6D4C->lodProportion = 0.0f;
D_801F6D4C->mode = 1;
D_801F6D4C->primColor.r = 0;
D_801F6D4C->primColor.g = 0;
D_801F6D4C->primColor.b = 0;
D_801F6D4C->primColor.a = 0;
D_801F6D4C->envColor.r = 0;
D_801F6D4C->envColor.g = 0;
D_801F6D4C->envColor.b = 0;
D_801F6D4C->envColor.a = 0;
EnvFlags_UnsetAll(this);
THA_GetSize(&this->state.heap);
sp94 = THA_GetSize(&this->state.heap);
temp_v0_12 = (u32)THA_AllocEndAlign16(&this->state.heap, sp94);
ZeldaArena_Init(((temp_v0_12 + 8) & ~0xF), (sp94 - ((temp_v0_12 + 8) & ~0xF)) + temp_v0_12);
Actor_InitContext(this, &this->actorCtx, this->linkActorEntry);
while (Room_HandleLoadCallbacks(this, &this->roomCtx) == 0) {}
if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.unk3 == 1) || (this->roomCtx.curRoom.unk3 == 5))) {
Actor_Spawn(&this->actorCtx, this, 0x15A, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);
}
player = GET_PLAYER(this);
Camera_InitPlayerSettings(&this->mainCamera, player);
gDbgCamEnabled = false;
if ((player->actor.params & 0xFF) != 0xFF) {
Camera_ChangeDataIdx(&this->mainCamera, player->actor.params & 0xFF);
}
func_800F15D8(&this->mainCamera);
func_801129E4(this);
func_800FB758(this);
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.ambienceId = this->sequenceCtx.ambienceId;
AnimationContext_Update(this, &this->animationCtx);
func_800EDBE0(this);
gSaveContext.respawnFlag = 0;
D_801F6DFC = false;
func_8016FC78(&D_801F6D50);
}
// play_hireso need to confirm still
u16 D_801D0D78[] = { 0, 0, 0, 0 };