mirror of https://github.com/zeldaret/mm.git
118 lines
4.3 KiB
C
118 lines
4.3 KiB
C
#include "global.h"
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void GameOver_Init(GlobalContext* globalCtx) {
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globalCtx->gameOverCtx.state = GAMEOVER_INACTIVE;
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}
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void GameOver_FadeLights(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
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(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
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Kankyo_FadeInGameOverLights(globalCtx);
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}
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}
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static s16 sGameOverTimer = 0;
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void GameOver_Update(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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s16 i;
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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func_801477B4(globalCtx);
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for (i = 0; i < ARRAY_COUNT(gSaveContext.unk_3DD0); i++) {
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gSaveContext.unk_3DD0[i] = 0;
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}
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gSaveContext.eventInf[1] &= ~1;
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if (CUR_FORM == 0) {
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if (CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_KOKIRI &&
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CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_RAZOR &&
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CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_GILDED &&
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CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_DEITY) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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CUR_FORM_EQUIP(EQUIP_SLOT_B) = gSaveContext.buttonStatus[0];
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} else {
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CUR_FORM_EQUIP(EQUIP_SLOT_B) = ITEM_NONE;
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}
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}
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}
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gSaveContext.unk_3DC0 = 2000;
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gSaveContext.tatlTimer = 0;
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.eventInf[0] = 0;
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gSaveContext.eventInf[1] = 0;
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gSaveContext.eventInf[2] = 0;
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gSaveContext.eventInf[3] = 0;
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gSaveContext.buttonStatus[0] = BTN_ENABLED;
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gSaveContext.buttonStatus[1] = BTN_ENABLED;
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gSaveContext.buttonStatus[2] = BTN_ENABLED;
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gSaveContext.buttonStatus[3] = BTN_ENABLED;
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gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_3F1E = 0;
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gSaveContext.unk_3F20 = 0;
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gSaveContext.unk_3F22 = 0;
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gSaveContext.unk_3F24 = 0;
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Kankyo_InitGameOverLights(globalCtx);
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sGameOverTimer = 20;
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func_8013ECE0(0.0f, 126, 124, 63);
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gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
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break;
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case GAMEOVER_DEATH_FADE_OUT:
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if (func_801A8A50(1) != NA_BGM_GAME_OVER) {
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func_80169F78(globalCtx);
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if (gSaveContext.respawnFlag != -7) {
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gSaveContext.respawnFlag = -6;
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}
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gSaveContext.nextTransition = 2;
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gSaveContext.health = 48;
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gameOverCtx->state++;
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if (gSaveContext.inventory.items[SLOT(ITEM_MASK_DEKU)] == ITEM_MASK_DEKU) {
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gSaveContext.playerForm = PLAYER_FORM_HUMAN;
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gSaveContext.equippedMask = PLAYER_MASK_NONE;
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}
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func_8013EE24();
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}
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break;
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case GAMEOVER_REVIVE_START:
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gameOverCtx->state++;
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sGameOverTimer = 0;
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Kankyo_InitGameOverLights(globalCtx);
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ShrinkWindow_SetLetterboxTarget(32);
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break;
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case GAMEOVER_REVIVE_RUMBLE:
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sGameOverTimer = 50;
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gameOverCtx->state++;
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func_8013ECE0(0.0f, 126, 124, 63);
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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sGameOverTimer--;
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if (sGameOverTimer == 0) {
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sGameOverTimer = 64;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_WAIT_FAIRY:
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sGameOverTimer--;
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if (sGameOverTimer == 0) {
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sGameOverTimer = 50;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_FADE_OUT:
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Kankyo_FadeOutGameOverLights(globalCtx);
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sGameOverTimer--;
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if (sGameOverTimer == 0) {
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gameOverCtx->state = GAMEOVER_INACTIVE;
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}
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break;
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}
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}
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