mm/src/code/z_game_over.c

119 lines
4.3 KiB
C

#include "global.h"
#include "z64rumble.h"
void GameOver_Init(PlayState* play) {
play->gameOverCtx.state = GAMEOVER_INACTIVE;
}
void GameOver_FadeLights(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
Kankyo_FadeInGameOverLights(play);
}
}
static s16 sGameOverTimer = 0;
void GameOver_Update(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
s16 i;
switch (gameOverCtx->state) {
case GAMEOVER_DEATH_START:
func_801477B4(play);
for (i = 0; i < ARRAY_COUNT(gSaveContext.unk_3DD0); i++) {
gSaveContext.unk_3DD0[i] = 0;
}
gSaveContext.eventInf[1] &= ~1;
if (CUR_FORM == 0) {
if (CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_KOKIRI &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_RAZOR &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_GILDED &&
CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_DEITY) {
if (gSaveContext.buttonStatus[EQUIP_SLOT_B] != BTN_ENABLED) {
CUR_FORM_EQUIP(EQUIP_SLOT_B) = gSaveContext.buttonStatus[EQUIP_SLOT_B];
} else {
CUR_FORM_EQUIP(EQUIP_SLOT_B) = ITEM_NONE;
}
}
}
gSaveContext.unk_3DC0 = 2000;
gSaveContext.save.playerData.tatlTimer = 0;
gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
gSaveContext.eventInf[3] = 0;
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_LEFT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_DOWN] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_RIGHT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_A] = BTN_ENABLED;
gSaveContext.unk_3F1E = 0;
gSaveContext.unk_3F20 = 0;
gSaveContext.unk_3F22 = 0;
gSaveContext.unk_3F24 = 0;
Kankyo_InitGameOverLights(play);
sGameOverTimer = 20;
Rumble_Request(0.0f, 126, 124, 63);
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_FADE_OUT:
if (func_801A8A50(1) != NA_BGM_GAME_OVER) {
func_80169F78(&play->state);
if (gSaveContext.respawnFlag != -7) {
gSaveContext.respawnFlag = -6;
}
gSaveContext.nextTransitionType = TRANS_TYPE_02;
gSaveContext.save.playerData.health = 0x30;
gameOverCtx->state++;
if (INV_CONTENT(ITEM_MASK_DEKU) == ITEM_MASK_DEKU) {
gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
gSaveContext.save.equippedMask = PLAYER_MASK_NONE;
}
Rumble_StateReset();
}
break;
case GAMEOVER_REVIVE_START:
gameOverCtx->state++;
sGameOverTimer = 0;
Kankyo_InitGameOverLights(play);
ShrinkWindow_SetLetterboxTarget(32);
break;
case GAMEOVER_REVIVE_RUMBLE:
sGameOverTimer = 50;
gameOverCtx->state++;
Rumble_Request(0.0f, 126, 124, 63);
break;
case GAMEOVER_REVIVE_WAIT_GROUND:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 64;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_WAIT_FAIRY:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 50;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_FADE_OUT:
Kankyo_FadeOutGameOverLights(play);
sGameOverTimer--;
if (sGameOverTimer == 0) {
gameOverCtx->state = GAMEOVER_INACTIVE;
}
break;
}
}