mm/src/code/z_play.c

1411 lines
42 KiB
C

#include "global.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "overlays/gamestates/ovl_opening/z_opening.h"
s32 gDbgCamEnabled = false;
u8 D_801D0D54 = 0;
// bss
extern s16 D_801F6C10;
extern Input D_801F6C18;
extern FbDemoStruct D_801F6C30;
extern u16* D_801F6D0C;
extern s32 D_801F6D10;
extern VisMono D_801F6D18;
extern Color_RGBA8 D_801F6D30;
extern Struct_80140E80 D_801F6D38;
extern Struct_80140E80* D_801F6D4C;
extern HiresoStruct D_801F6D50;
extern u8 D_801F6DFC;
extern u8 D_801F6DFD;
void func_80165460(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 alpha;
Gfx* gfx;
Gfx* dlistHead;
if (SREG(93) != 0) {
alpha = SREG(92);
if (D_801F6DFD == 0) {
D_801F6DFD = 1;
}
} else if (SREG(91) != 0) {
alpha = SREG(90);
if (D_801F6DFD == 0) {
D_801F6DFD = 1;
}
} else {
alpha = 0;
D_801F6DFD = 0;
}
if (D_801F6DFD != 0) {
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 (D_801F6DFD == 2) {
func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
} else {
D_801F6DFD = 2;
}
func_801705B4(&this->pauseBgPreRender, &gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(dlistHead, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
}
}
void func_80165608(void) {
SREG(91) = 0;
SREG(93) = 0;
D_801F6DFD = 0;
}
void func_80165630(void) {
SREG(91) = 0;
SREG(93) = 0;
D_801F6DFD = 0;
}
void func_80165658(u32 arg0) {
SREG(90) = arg0;
}
void func_8016566C(u32 arg0) {
SREG(90) = arg0;
SREG(91) = 1;
}
void func_80165690(void) {
SREG(91) = 0;
}
void func_801656A4(u8* arg0, u16* arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_801656A4.s")
void func_80165DB8(s32 arg0) {
SREG(92) = arg0;
}
void func_80165DCC(s32 arg0) {
SREG(92) = arg0;
SREG(93) = 1;
}
void func_80165DF0(void) {
SREG(93) = 0;
}
void func_80165E04(void) {
SREG(89) = 1;
}
void func_80165E1C(PreRender* prerender) {
PreRender_ApplyFilters(prerender);
func_801656A4(D_80780000, prerender->fbufSave, 0x140, 0x50, 0x40, 0xEF, 0xAF, 8);
}
s32 func_80165E7C(PlayState* this, s32 arg1) {
s32 phi_v1 = arg1;
if (arg1 == TRANS_TYPE_20) {
if (!gSaveContext.save.isNight) {
phi_v1 = TRANS_TYPE_03;
} else {
phi_v1 = TRANS_TYPE_02;
}
}
if (phi_v1 != arg1) {
this->transitionType = phi_v1;
}
return phi_v1;
}
void func_80165EC0(PlayState* this, s32 arg1) {
PlayStruct_18BF0* ptr = &this->unk_18BF0;
s32 sp20;
bzero(ptr, sizeof(this->unk_18BF0));
sp20 = -1;
if (arg1 & 0x40) {
sp20 = 3;
} else if ((arg1 & 0x78) == 0x20) {
sp20 = 4;
} else if (!(arg1 & 0x60)) {
switch (arg1) {
case 1:
sp20 = 1;
break;
case 0:
case 8:
sp20 = 2;
break;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 13:
case 17:
case 18:
case 19:
sp20 = 0;
break;
case 9:
case 10:
this->transitionMode = TRANS_MODE_04;
break;
case 11:
this->transitionMode = TRANS_MODE_10;
break;
case 12:
this->transitionMode = TRANS_MODE_07;
break;
case 14:
this->transitionMode = TRANS_MODE_12;
break;
case 15:
this->transitionMode = TRANS_MODE_14;
break;
case 16:
this->transitionMode = TRANS_MODE_16;
break;
case 21:
sp20 = 5;
break;
case 22:
sp20 = 6;
break;
default:
sp20 = -1;
__assert("../z_play.c", 1420);
}
} else {
sp20 = -1;
__assert("../z_play.c", 1423);
}
ptr->unk_00 = arg1;
ptr->unk_02 = sp20;
if (sp20 != -1) {
func_80163C90(ptr);
}
}
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 func_80166060(PlayState* this) {
if (this->unk_18BF0.unk_02 != -1) {
func_80163D80(&this->unk_18BF0, this);
}
this->unk_18BF0.unk_00 = -1;
}
Gfx* func_801660B8(PlayState* this, Gfx* gfx) {
s32 phi_v1 = this->lightCtx.unkC * (5.0f / 64.0f);
return Gfx_SetFogWithSync(gfx, this->lightCtx.unk7, this->lightCtx.unk8, this->lightCtx.unk9, 0,
this->lightCtx.unkA, (phi_v1 <= 1000) ? 1000 : phi_v1);
}
void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
if (D_801F6DFC != 0) {
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 = 0;
}
func_8016FC98(&D_801F6D50);
this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackParam = 0;
func_80165630();
if (SREG(94) != 0) {
PreRender_ApplyFiltersSlowlyDestroy(&this->pauseBgPreRender);
SREG(94) = 0;
}
SREG(89) = 0;
PreRender_Destroy(&this->pauseBgPreRender);
this->unk_18E58 = NULL;
this->unk_18E5C = 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 (D_801F6D10 == 3) {
func_8016424C(&D_801F6C30);
D_801F6D10 = 0;
}
if ((this->transitionMode == TRANS_MODE_03) || (D_801D0D54 != 0)) {
this->unk_18BF0.unk_234(&this->unk_18BF0.unk_08);
func_80166060(this);
this->transitionMode = TRANS_MODE_OFF;
}
ShrinkWindow_Destroy();
TransitionFade_Destroy(&this->unk_18E48);
VisMono_Destroy(&D_801F6D18);
func_80140EA0(D_801F6D4C);
D_801F6D4C = NULL;
if (gSaveContext.save.weekEventReg[0x5C] & 0x80) {
Actor_CleanupContext(&this->actorCtx, this);
}
gSaveContext.save.weekEventReg[0x5C] &= (u8)~0x80;
func_80121F94(this);
KaleidoScopeCall_Destroy(this);
KaleidoManager_Destroy();
ZeldaArena_Cleanup();
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_801663C4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80166644.s")
f32 func_801668B4(PlayState* this, Vec3f* arg1, s32* arg2) {
Player* player = GET_PLAYER(this);
f32 sp38 = player->actor.world.pos.y;
WaterBox* sp34;
s32 sp30;
if (!WaterBox_GetSurfaceImpl(this, &this->colCtx, arg1->x, arg1->z, &sp38, &sp34, &sp30)) {
return BGCHECK_Y_MIN;
}
if (sp38 < arg1->y) {
return BGCHECK_Y_MIN;
}
*arg2 = WaterBox_GetLightSettingIndex(&this->colCtx, sp34);
return sp38;
}
void func_80166968(PlayState* this, Camera* camera) {
static s16 D_801D0D58 = -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);
D_801D0D58 = -1;
Distortion_SetType(0x10);
Distortion_SetCountdown(80);
}
func_801A3EC0(0x20);
func_800F6834(this, sp28);
if ((D_801D0D58 == -1) || (Quake_GetCountdown(D_801D0D58) == 0xA)) {
s16 quake = Quake_Add(camera, 5);
D_801D0D58 = quake;
if (quake != 0) {
Quake_SetSpeed(D_801D0D58, 0x226);
Quake_SetQuakeValues(D_801D0D58, 1, 1, 0xB4, 0);
Quake_SetCountdown(D_801D0D58, 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 (D_801D0D58 != 0) {
Quake_RemoveFromIdx(D_801D0D58);
}
func_800F694C(this);
func_801A3EC0(0);
}
}
Input* D_801D0D60 = NULL;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80166B30.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Update.s")
void func_80167DE4(PlayState* play) {
if (D_801F6DFC == 0) {
if (play->pauseCtx.unk_1F0 != 0) {
D_801F6DFC = 1;
D_801F6D50.unk_00 = 0;
}
} else {
if (CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, BTN_START) || (gIrqMgrResetStatus != 0)) {
D_801F6DFC = 0;
play->pauseCtx.unk_1F0 = 0;
D_801F6D50.unk_00 = 0;
play->msgCtx.msgLength = 0;
play->msgCtx.msgMode = 0;
play->msgCtx.currentTextId = 0;
play->msgCtx.stateTimer = 0;
play_sound(NA_SE_SY_CANCEL);
}
}
if (D_801F6DFC != 0) {
func_8016F5A8(play, &D_801F6D50, play->state.input);
func_8015680C(play);
} else {
Play_Update(play);
}
}
void func_80167F0C(PlayState* this) {
Gfx* sp34;
Gfx* sp30;
GraphicsContext* gfxCtx;
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != 0)) {
KaleidoScopeCall_Draw(this);
}
if (gSaveContext.gameMode == 0) {
func_8011F0E0(this);
}
if (((this->pauseCtx.state == 0) && (this->pauseCtx.debugEditor == 0)) || (this->msgCtx.currentTextId != 0xFF)) {
func_80156758(this);
}
if (this->gameOverCtx.state != 0) {
GameOver_FadeLights(this);
}
if (gSaveContext.screenScaleFlag != 0) {
gfxCtx = this->state.gfxCtx;
D_801F6D4C->scale = gSaveContext.screenScale / 1000.0f;
OPEN_DISPS(gfxCtx);
sp30 = POLY_OPA_DISP;
sp34 = Graph_GfxPlusOne(sp30);
gSPDisplayList(OVERLAY_DISP++, sp34);
func_80141778(D_801F6D4C, &sp34, this->unk_18E60, gfxCtx);
gSPEndDisplayList(sp34++);
Graph_BranchDlist(sp30, sp34);
POLY_OPA_DISP = sp34;
CLOSE_DISPS(gfxCtx);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Draw.s")
void func_80168DAC(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
{
GraphicsContext* gfxCtx2 = this->state.gfxCtx;
if (D_801F6DFC != 0) {
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 != 0) && ((SREG(2) != 2) || (gZBufferPtr == NULL))) {
func_8016F1A8(&D_801F6D50, gfxCtx);
func_80156758(this);
} else {
Play_Draw(this);
}
}
void Play_Main(GameState* thisx) {
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* play, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* feetPos) {
f32 floorHeight = BgCheck_EntityRaycastFloor3(&play->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_LoadScene(PlayState* this, RomFile* entry) {
size_t size = entry->vromEnd - entry->vromStart;
void* sp18 = THA_AllocEndAlign16(&this->state.heap, size);
DmaMgr_SendRequest0(sp18, entry->vromStart, size);
return sp18;
}
void func_8016927C(PlayState* this, s16 skyboxId) {
func_801434E4(&this->state, &this->skyboxCtx, skyboxId);
Kankyo_Init(this, &this->envCtx, 0);
}
void func_801692C4(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);
func_8016927C(this, this->skyboxId);
}
void Play_SceneInit(PlayState* this, s32 scene, s32 spawn) {
s32 pad;
SceneTableEntry* sp1C = &gSceneTable[scene];
sp1C->unk_D = 0;
this->loadedScene = sp1C;
this->sceneNum = scene;
this->sceneConfig = sp1C->drawConfig;
this->sceneSegment = Play_LoadScene(this, &sp1C->segment);
sp1C->unk_D = 0;
gSegments[0x02] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
func_801692C4(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_GetOriginalSceneNumber(s16 sceneNum) {
// Inverted Stone Tower Temple -> Stone Tower Temple
if (sceneNum == SCENE_INISIE_R) {
return SCENE_INISIE_N;
}
// Purified Southern Swamp -> Poisoned Sothern Swamp
if (sceneNum == SCENE_20SICHITAI2) {
return SCENE_20SICHITAI;
}
// Spring Mountain Village -> Winter Mountain Village
if (sceneNum == SCENE_10YUKIYAMANOMURA2) {
return SCENE_10YUKIYAMANOMURA;
}
// Spring Goron Village -> Winter Goron Village
if (sceneNum == SCENE_11GORONNOSATO2) {
return SCENE_11GORONNOSATO;
}
// Spring Path to Goron Village -> Winter Path to Goron Village
if (sceneNum == SCENE_17SETUGEN2) {
return SCENE_17SETUGEN;
}
// Inverted Stone Tower -> Stone Tower
if (sceneNum == SCENE_F41) {
return SCENE_F40;
}
return sceneNum;
}
/**
* 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_GetOriginalSceneNumber(this->sceneNum)];
cycleSceneFlags->chest = this->actorCtx.flags.chest;
cycleSceneFlags->switch0 = this->actorCtx.flags.switches[0];
cycleSceneFlags->switch1 = this->actorCtx.flags.switches[1];
if (this->sceneNum == SCENE_INISIE_R) { // Inverted Stone Tower Temple
cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneNum];
}
cycleSceneFlags->collectible = this->actorCtx.flags.collectible[0];
cycleSceneFlags->clearedRoom = this->actorCtx.flags.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.flags.switches[2];
gSaveContext.respawn[respawnMode].unk_18 = this->actorCtx.flags.collectible[1];
gSaveContext.respawn[respawnMode].tempCollectFlags = this->actorCtx.flags.collectible[2];
}
void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams) {
PlayState* this = (PlayState*)thisx;
Player* player = GET_PLAYER(this);
if (this->sceneNum != SCENE_KAKUSIANA) { // Grottos
Play_SetRespawnData(&this->state, respawnMode, (u16)((void)0, gSaveContext.save.entrance),
this->roomCtx.currRoom.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->sceneNum == SCENE_SECOM) {
this->nextEntrance = ENTRANCE(IKANA_CANYON, 6);
gSaveContext.respawnFlag = -7;
}
}
// Gameplay_TriggerVoidOut ?
// Used by Player, Ikana_Rotaryroom, Bji01, Kakasi, LiftNuts, Test4, Warptag, WarpUzu, Roomtimer
void func_80169EFC(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwitchFlags = this->actorCtx.flags.switches[2];
gSaveContext.respawn[RESPAWN_MODE_DOWN].unk_18 = this->actorCtx.flags.collectible[1];
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.flags.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_02;
}
// Gameplay_LoadToLastEntrance ?
// Used by game_over and Test7
void func_80169F78(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_02;
}
// Gameplay_TriggerRespawn ?
// Used for void by Wallmaster, Deku Shrine doors. Also used by Player, Kaleido, DoorWarp1
void func_80169FDC(GameState* thisx) {
func_80169F78(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.currRoom.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] play 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;
}
}
}
}
// These regs are used by Gameplay_Draw, and several actors, purpose as yet unclear.
void func_8016A268(GameState* thisx, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5) {
MREG(64) = arg1;
MREG(65) = arg2;
MREG(66) = arg3;
MREG(67) = arg4;
MREG(68) = arg5;
}
void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 pad;
s32 temp;
s32 sp94;
Player* player;
s32 spawn;
s32 i;
u8 sp87;
u32 temp_v0_12;
s32 scene;
s16 params;
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
if (gSaveContext.eventInf[2] & 0x80) {
gSaveContext.eventInf[2] &= (u8)~0x80;
this->state.running = false;
{
GameState* state = &this->state;
SET_NEXT_GAMESTATE(state, Daytelop_Init, DaytelopContext);
}
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;
this->state.running = false;
{
GameState* state = &this->state;
SET_NEXT_GAMESTATE(state, Opening_Init, OpeningContext);
}
return;
}
if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) {
scene = gSaveContext.save.entrance >> 9;
spawn = (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;
}
}
gSaveContext.save.entrance = Entrance_Create(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);
func_801AAAA0(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;
func_80115D5C(&this->state);
gSaveContext.sceneSetupIndex = (gSaveContext.save.cutscene & 0xF) + 1;
gSaveContext.save.cutscene = 0;
} else {
gSaveContext.sceneSetupIndex = 0;
}
sp87 = gSaveContext.sceneSetupIndex;
//! FAKE: temp. Also introduces a warning.
Play_SceneInit(
this,
Entrance_GetSceneNumAbsolute(((void)0, gSaveContext.save.entrance) +
((void)0, (temp = gSaveContext.sceneSetupIndex))),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, (temp = gSaveContext.sceneSetupIndex))));
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;
}
}
func_80165608();
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->unk_18E5C = D_80780000;
this->unk_18E68 = D_80784600;
this->unk_18E58 = D_80784600;
this->unk_18E60 = D_80784600;
D_801F6D10 = 0;
this->transitionMode = TRANS_MODE_OFF;
D_801D0D54 = 0;
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->unk_18845 = 0;
this->unk_18844 = 0;
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_02;
}
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(&D_801F6D18);
D_801F6D30.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.currRoom.unk3 == 1) || (this->roomCtx.currRoom.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.seqIndex = this->soundCtx.seqIndex;
gSaveContext.nightSeqIndex = this->soundCtx.nightSeqIndex;
AnimationContext_Update(this, &this->animationCtx);
func_800EDBE0(this);
gSaveContext.respawnFlag = 0;
D_801F6DFC = 0;
func_8016FC78(&D_801F6D50);
}
// play_hireso need to confirm still
u16 D_801D0D78[] = { 0, 0, 0, 0 };