z_parameter: Hud Visibility (#942)

* Begin interface alpha docs

* More Interface Alpha

* cleanup docs

* Minor fixes

* Apply Discord Discussions

* More discussions

* More suggestions from OoT

* fix merge
This commit is contained in:
engineer124
2022-09-28 19:47:46 -03:00
committed by GitHub
parent 91d4e29dfa
commit 5e860dd3e7
53 changed files with 960 additions and 169 deletions
+1 -4
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@@ -1823,10 +1823,7 @@ void func_8010EA9C(s32 arg0, s32 arg1);
// void func_8010EBA0(void);
// void func_8010EC54(void);
void func_8010EE74(PlayState* play, s32 day);
void Interface_ChangeAlpha(u16 param_1);
// void func_8010EF9C(void);
// void func_8010F0D4(void);
// void func_8010F1A8(void);
void Interface_SetHudVisibility(u16 hudVisibility);
// void func_80110038(void);
// void func_80111CB4(void);
// void func_801129E4(void);
+33 -5
View File
@@ -54,6 +54,34 @@ typedef enum {
#define MAGIC_NORMAL_METER 0x30
#define MAGIC_DOUBLE_METER (2 * MAGIC_NORMAL_METER)
typedef enum {
/* 0 */ HUD_VISIBILITY_IDLE,
/* 1 */ HUD_VISIBILITY_NONE,
/* 2 */ HUD_VISIBILITY_NONE_ALT, // Identical to HUD_VISIBILITY_NONE
/* 3 */ HUD_VISIBILITY_HEARTS_WITH_OVERWRITE, // Uses Interface_UpdateButtonAlphas so gives the opportunity to dim only disabled buttons
/* 4 */ HUD_VISIBILITY_A,
/* 5 */ HUD_VISIBILITY_A_HEARTS_MAGIC_WITH_OVERWRITE, // Uses Interface_UpdateButtonAlphas so gives the opportunity to dim only disabled buttons
/* 6 */ HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP_WITH_OVERWRITE, // Uses Interface_UpdateButtonAlphas so gives the opportunity to dim only disabled buttons
/* 7 */ HUD_VISIBILITY_ALL_NO_MINIMAP_W_DISABLED, // Only raises button alphas if not disabled
/* 8 */ HUD_VISIBILITY_B,
/* 9 */ HUD_VISIBILITY_HEARTS_MAGIC,
/* 10 */ HUD_VISIBILITY_B_ALT,
/* 11 */ HUD_VISIBILITY_HEARTS,
/* 12 */ HUD_VISIBILITY_A_B_MINIMAP,
/* 13 */ HUD_VISIBILITY_HEARTS_MAGIC_WITH_OVERWRITE, // Uses Interface_UpdateButtonAlphas so gives the opportunity to dim only disabled buttons
/* 14 */ HUD_VISIBILITY_HEARTS_MAGIC_C,
/* 15 */ HUD_VISIBILITY_ALL_NO_MINIMAP,
/* 16 */ HUD_VISIBILITY_A_B_C,
/* 17 */ HUD_VISIBILITY_B_MINIMAP,
/* 18 */ HUD_VISIBILITY_HEARTS_MAGIC_MINIMAP,
/* 19 */ HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP,
/* 20 */ HUD_VISIBILITY_B_MAGIC,
/* 21 */ HUD_VISIBILITY_A_B,
/* 22 */ HUD_VISIBILITY_A_B_HEARTS_MAGIC_MINIMAP,
/* 50 */ HUD_VISIBILITY_ALL = 50,
/* 52 */ HUD_VISIBILITY_NONE_INSTANT = 52
} HudVisibility;
typedef struct SramContext {
/* 0x00 */ u8* readBuff;
/* 0x04 */ u8 *saveBuf;
@@ -251,11 +279,11 @@ typedef struct SaveContext {
/* 0x3F16 */ u8 seqIndex; // "old_bgm"
/* 0x3F17 */ u8 nightSeqIndex; // "old_env"
/* 0x3F18 */ u8 buttonStatus[6]; // "button_item"
/* 0x3F1E */ u8 unk_3F1E; // "ck_fg"
/* 0x3F20 */ u16 unk_3F20; // "alpha_type"
/* 0x3F22 */ u16 unk_3F22; // "prev_alpha_type"
/* 0x3F24 */ u16 unk_3F24; // "alpha_count"
/* 0x3F26 */ u16 unk_3F26; // "last_time_type"
/* 0x3F1E */ u8 hudVisibilityForceButtonAlphasByStatus; // if btn alphas are updated through Interface_UpdateButtonAlphas, instead update them through Interface_UpdateButtonAlphasByStatus "ck_fg"
/* 0x3F20 */ u16 nextHudVisibility; // triggers the hud to change visibility to the requested value. Reset to HUD_VISIBILITY_IDLE when target is reached "alpha_type"
/* 0x3F22 */ u16 hudVisibility; // current hud visibility "prev_alpha_type"
/* 0x3F24 */ u16 hudVisibilityTimer; // number of frames in the transition to a new hud visibility. Used to step alpha "alpha_count"
/* 0x3F26 */ u16 prevHudVisibility; // used to store and recover hud visibility for pause menu and text boxes "last_time_type"
/* 0x3F28 */ s16 magicState; // determines magic meter behavior on each frame "magic_flag"
/* 0x3F2A */ s16 isMagicRequested; // a request to add magic has been given "recovery_magic_flag"
/* 0x3F2C */ s16 magicFlag; // Set to 0 in func_80812D94(), otherwise unused "keep_magic_flag"
+4 -4
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@@ -271,7 +271,7 @@ typedef struct {
} Room; // size = 0x14
typedef struct {
/* 0x00 */ Room currRoom;
/* 0x00 */ Room curRoom;
/* 0x14 */ Room prevRoom;
/* 0x28 */ void* roomMemPages[2]; // In a scene with transitions, roomMemory is split between two pages that toggle each transition. This is one continuous range, as the second page allocates from the end
/* 0x30 */ u8 activeMemPage; // 0 - First page in memory, 1 - Second page
@@ -843,11 +843,11 @@ typedef enum {
#define SCENE_CMD_SPECIAL_FILES(elfMessageFile, keepObjectId) \
{ SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, CMD_W(keepObjectId) }
#define SCENE_CMD_ROOM_BEHAVIOR(currRoomUnk3, currRoomUnk2, currRoomUnk5, msgCtxunk12044, enablePosLights, \
#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, curRoomUnk5, msgCtxunk12044, enablePosLights, \
kankyoContextUnkE2) \
{ \
SCENE_CMD_ID_ROOM_BEHAVIOR, currRoomUnk3, \
currRoomUnk2 | _SHIFTL(currRoomUnk5, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | \
SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
curRoomUnk2 | _SHIFTL(curRoomUnk5, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | \
_SHIFTL(enablePosLights, 11, 1) | _SHIFTL(kankyoContextUnkE2, 12, 1) \
}
+14 -14
View File
@@ -1336,7 +1336,7 @@ s32 func_800B715C(PlayState* play) {
}
void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
if ((play->roomCtx.currRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) {
if ((play->roomCtx.curRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) {
EnHorse* rideActor = (EnHorse*)player->rideActor;
if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
@@ -2499,7 +2499,7 @@ void Actor_Draw(PlayState* play, Actor* actor) {
OPEN_DISPS(play->state.gfxCtx);
light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.currRoom.enablePosLights || (MREG(93) != 0))) {
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
light->enablePosLights = true;
}
@@ -2669,7 +2669,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) {
gDPSetPrimColor(spAC++, 0, 0, 0, 0, 0, 255);
// temp_s1_5 = spAC;
if (play->roomCtx.currRoom.unk5 == 0) {
if (play->roomCtx.curRoom.unk5 == 0) {
// temp_s1_5->words.w0 = 0xFC61E6C3;
// temp_s1_5->words.w1 = 0x11CF9FCF;
// phi_s1 = temp_s1_5 + 8;
@@ -2719,7 +2719,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) {
// temp_a0_2 = &spAC;
// if (sp34->unk_6E5 == 0) {
if (play->roomCtx.currRoom.unk5 == 0) {
if (play->roomCtx.curRoom.unk5 == 0) {
// temp_s1_10->unk_0 = 0xFC119623;
// temp_s1_10->unk_4 = 0xFF2FFFFF;
// phi_s1_4 = temp_s1_10 + 8;
@@ -2882,8 +2882,8 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
actor->isDrawn = false;
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & actorFlags)) {
if ((actor->flags & ACTOR_FLAG_80) &&
((play->roomCtx.currRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
(actor->room != play->roomCtx.currRoom.num))) {
((play->roomCtx.curRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
(actor->room != play->roomCtx.curRoom.num))) {
if (Actor_RecordUndrawnActor(play, actor)) {}
} else {
Actor_Draw(play, actor);
@@ -2960,7 +2960,7 @@ void func_800BA798(PlayState* play, ActorContext* actorCtx) {
actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
if ((actor->room >= 0) && (actor->room != play->roomCtx.currRoom.num) &&
if ((actor->room >= 0) && (actor->room != play->roomCtx.curRoom.num) &&
(actor->room != play->roomCtx.prevRoom.num)) {
if (!actor->isDrawn) {
actor = Actor_Delete(actorCtx, actor, play);
@@ -3091,9 +3091,9 @@ Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor*
actorToRemove->next = NULL;
actorToRemove->prev = NULL;
if ((actorToRemove->room == play->roomCtx.currRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
if ((actorToRemove->room == play->roomCtx.curRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
(actorCtx->actorLists[ACTORCAT_ENEMY].length == 0)) {
Flags_SetClearTemp(play, play->roomCtx.currRoom.num);
Flags_SetClearTemp(play, play->roomCtx.curRoom.num);
}
return newHead;
@@ -3180,8 +3180,8 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
}
objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) &&
Flags_GetClear(play, play->roomCtx.currRoom.num) && (actorInit->id != ACTOR_BOSS_05))) {
if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
(actorInit->id != ACTOR_BOSS_05))) {
Actor_FreeOverlay(&gActorOverlayTable[index]);
return NULL;
}
@@ -3219,7 +3219,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
actor->parent = parent;
parent->child = actor;
} else {
actor->room = play->roomCtx.currRoom.num;
actor->room = play->roomCtx.curRoom.num;
}
actor->home.pos.x = x;
@@ -3267,10 +3267,10 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
for (i = 0; i < numTransitionActors; transitionActorList++, i++) {
if (transitionActorList->id >= 0) {
if ((transitionActorList->sides[0].room >= 0 &&
(play->roomCtx.currRoom.num == transitionActorList->sides[0].room ||
(play->roomCtx.curRoom.num == transitionActorList->sides[0].room ||
play->roomCtx.prevRoom.num == transitionActorList->sides[0].room)) ||
(transitionActorList->sides[1].room >= 0 &&
(play->roomCtx.currRoom.num == transitionActorList->sides[1].room ||
(play->roomCtx.curRoom.num == transitionActorList->sides[1].room ||
play->roomCtx.prevRoom.num == transitionActorList->sides[1].room))) {
s16 rotY = ((transitionActorList->rotY >> 7) & 0x1FF) * (0x10000 / 360.0f);
+3 -3
View File
@@ -4404,7 +4404,7 @@ s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f3
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
room = 0x3F & (curWaterBox->properties >> 13);
if (room == (u32)play->roomCtx.currRoom.num || room == 0x3F) {
if (room == (u32)play->roomCtx.curRoom.num || room == 0x3F) {
if (curWaterBox->properties & 0x80000) {
continue;
}
@@ -4489,7 +4489,7 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos,
waterBox = &colHeader->waterBoxes[i];
room = WATERBOX_ROOM(waterBox->properties);
if (!(room == play->roomCtx.currRoom.num || room == 0x3F)) {
if (!(room == play->roomCtx.curRoom.num || room == 0x3F)) {
continue;
}
if ((waterBox->properties & 0x80000)) {
@@ -4631,7 +4631,7 @@ s32 func_800CA6F0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32*
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
room = WATERBOX_ROOM(curWaterBox->properties);
if (room == (u32)play->roomCtx.currRoom.num || room == 0x3F) {
if (room == (u32)play->roomCtx.curRoom.num || room == 0x3F) {
if ((curWaterBox->properties & 0x80000) != 0) {
if (curWaterBox->minPos.x < x && x < curWaterBox->minPos.x + curWaterBox->xLength) {
if (curWaterBox->minPos.z < z && z < curWaterBox->minPos.z + curWaterBox->zLength) {
+1 -1
View File
@@ -16,7 +16,7 @@ void SaveContext_Init(void) {
gSaveContext.skyboxTime = 0;
gSaveContext.dogIsLost = true;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.unk_3F26 = 50;
gSaveContext.prevHudVisibility = HUD_VISIBILITY_ALL;
gSaveContext.options.language = 1;
gSaveContext.options.audioSetting = 0;
+6 -6
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@@ -105,7 +105,7 @@ s32 func_800EA220(PlayState* play, CutsceneContext* csCtx, f32 target) {
}
void func_800EA258(PlayState* play, CutsceneContext* csCtx) {
Interface_ChangeAlpha(1);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_SetLetterboxTarget(32);
if (func_800EA220(play, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(true);
@@ -115,7 +115,7 @@ void func_800EA258(PlayState* play, CutsceneContext* csCtx) {
void func_800EA2B8(PlayState* play, CutsceneContext* csCtx) {
func_800ED980(play, csCtx);
Interface_ChangeAlpha(1);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_SetLetterboxTarget(32);
if (func_800EA220(play, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(true);
@@ -215,7 +215,7 @@ void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* c
D_801F6D30.a = 255 * progress;
break;
case 0xC:
play->roomCtx.currRoom.segment = NULL;
play->roomCtx.curRoom.segment = NULL;
break;
case 0xD:
if (play->state.frames & 8) {
@@ -561,7 +561,7 @@ void Cutscene_TerminatorImpl(PlayState* play, CutsceneContext* csCtx, CsCmdBase*
gSaveContext.cutsceneTransitionControl = 1;
if ((gSaveContext.gameMode != 0) && (csCtx->frames != cmd->startFrame)) {
gSaveContext.unk_3F1E = 1;
gSaveContext.hudVisibilityForceButtonAlphasByStatus = true;
}
gSaveContext.save.cutscene = 0;
@@ -1078,7 +1078,7 @@ void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdText
}
if (originalCsFrames == csCtx->frames) {
Interface_ChangeAlpha(1);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
D_801BB124 = 0;
D_801BB128 = 0;
func_80161C0C();
@@ -1451,7 +1451,7 @@ void func_800EDA84(PlayState* play, CutsceneContext* csCtx) {
csCtx->unk_18 = 0xFFFF;
if (gSaveContext.cutsceneTrigger == 0) {
Interface_ChangeAlpha(1);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
ShrinkWindow_SetLetterboxTarget(32);
ShrinkWindow_SetLetterboxMagnitude(0x20);
csCtx->state++;
+4 -4
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@@ -57,10 +57,10 @@ void GameOver_Update(PlayState* play) {
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;
gSaveContext.hudVisibilityForceButtonAlphasByStatus = false;
gSaveContext.nextHudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibilityTimer = 0;
Kankyo_InitGameOverLights(play);
sGameOverTimer = 20;
Rumble_Request(0.0f, 126, 124, 63);
+1 -1
View File
@@ -81,7 +81,7 @@ void KaleidoSetup_Update(PlayState* play) {
if (!(play->actorCtx.flags & ACTORCTX_FLAG_1) &&
!(play->actorCtx.flags & ACTORCTX_FLAG_2)) {
if ((play->actorCtx.unk268 == 0) && CHECK_BTN_ALL(input->press.button, BTN_START)) {
gSaveContext.unk_3F26 = gSaveContext.unk_3F22;
gSaveContext.prevHudVisibility = gSaveContext.hudVisibility;
pauseCtx->itemDescriptionOn = false;
pauseCtx->state = 1;
func_800F4A10(play);
+2 -2
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@@ -177,7 +177,7 @@ void Map_Init(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s32 dungeonIndex;
func_80105C40(play->roomCtx.currRoom.num);
func_80105C40(play->roomCtx.curRoom.num);
interfaceCtx->unk_278 = -1;
interfaceCtx->dungeonOrBossAreaMapIndex = -1;
interfaceCtx->mapSegment = THA_AllocEndAlign16(&play->state.heap, 0x1000);
@@ -208,7 +208,7 @@ void Map_Init(PlayState* play) {
}
gSaveContext.dungeonIndex = dungeonIndex;
Map_InitRoomData(play, play->roomCtx.currRoom.num);
Map_InitRoomData(play, play->roomCtx.curRoom.num);
}
}
+1 -1
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@@ -360,7 +360,7 @@ void func_80151A68(PlayState* play, u16 textId) {
XREG(77) = 0x3C;
XREG(76) = 0x1C;
msgCtx->unk11F1A[0] = msgCtx->unk11F1A[1] = msgCtx->unk11F1A[2] = 0;
Interface_ChangeAlpha(1);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
}
}
+761 -4
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File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -377,7 +377,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams)
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,
this->roomCtx.curRoom.num, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
}
}
@@ -427,7 +427,7 @@ void func_80169FDC(GameState* thisx) {
s32 func_80169FFC(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
return this->roomCtx.currRoom.mesh->type0.type != 1;
return this->roomCtx.curRoom.mesh->type0.type != 1;
}
s32 FrameAdvance_IsEnabled(GameState* thisx) {
+11 -8
View File
@@ -389,7 +389,7 @@ void func_80123140(PlayState* play, Player* player) {
IREG(69) = bootRegs[16];
MREG(95) = bootRegs[17];
if (play->roomCtx.currRoom.unk3 == 2) {
if (play->roomCtx.curRoom.unk3 == 2) {
R_RUN_SPEED_LIMIT = 500;
}
@@ -508,20 +508,23 @@ s32 func_8012364C(PlayState* play, Player* player, s32 arg2) {
if (arg2 == 1) {
return (gSaveContext.buttonStatus[1] != BTN_DISABLED)
? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_LEFT]
: (gSaveContext.unk_3F22 == 0x10) ? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_LEFT]
: ITEM_NONE;
: (gSaveContext.hudVisibility == HUD_VISIBILITY_A_B_C)
? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_LEFT]
: ITEM_NONE;
}
if (arg2 == 2) {
return (gSaveContext.buttonStatus[2] != BTN_DISABLED)
? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_DOWN]
: (gSaveContext.unk_3F22 == 0x10) ? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_DOWN]
: ITEM_NONE;
: (gSaveContext.hudVisibility == HUD_VISIBILITY_A_B_C)
? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_DOWN]
: ITEM_NONE;
}
return (gSaveContext.buttonStatus[3] != BTN_DISABLED) ? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_RIGHT]
: (gSaveContext.unk_3F22 == 0x10) ? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_RIGHT]
: ITEM_NONE;
: (gSaveContext.hudVisibility == HUD_VISIBILITY_A_B_C)
? gSaveContext.save.equips.buttonItems[0][EQUIP_SLOT_C_RIGHT]
: ITEM_NONE;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80123810.s")
@@ -865,7 +868,7 @@ s32 func_801242DC(PlayState* play) {
TextTriggerEntry* triggerEntry;
s32 envIndex;
if (play->roomCtx.currRoom.unk2 == 3) { // Room is hot
if (play->roomCtx.curRoom.unk2 == 3) { // Room is hot
envIndex = 0;
} else if ((player->transformation != PLAYER_FORM_ZORA) && (player->unk_AD8 > 80)) {
envIndex = 3;
+11 -11
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@@ -64,8 +64,8 @@ void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags) {
void Room_Init(PlayState* play, RoomContext* roomCtx) {
s32 i;
roomCtx->currRoom.num = -1;
roomCtx->currRoom.segment = NULL;
roomCtx->curRoom.num = -1;
roomCtx->curRoom.segment = NULL;
roomCtx->unk78 = 1;
roomCtx->unk79 = 0;
for (i = 0; i < 3; i++) {
@@ -79,9 +79,9 @@ s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index) {
if (roomCtx->unk31 == 0) {
s32 size;
roomCtx->prevRoom = roomCtx->currRoom;
roomCtx->currRoom.num = index;
roomCtx->currRoom.segment = NULL;
roomCtx->prevRoom = roomCtx->curRoom;
roomCtx->curRoom.num = index;
roomCtx->curRoom.segment = NULL;
roomCtx->unk31 = 1;
size = play->roomList[index].vromEnd - play->roomList[index].vromStart;
@@ -103,15 +103,15 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->unk31 == 1) {
if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
roomCtx->unk31 = 0;
roomCtx->currRoom.segment = roomCtx->activeRoomVram;
roomCtx->curRoom.segment = roomCtx->activeRoomVram;
// TODO: Segment number enum
gSegments[0x03] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram);
Scene_ProcessHeader(play, (SceneCmd*)roomCtx->currRoom.segment);
Scene_ProcessHeader(play, (SceneCmd*)roomCtx->curRoom.segment);
func_80123140(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (((play->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
if (((play->sceneNum != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) &&
(play->sceneNum != SCENE_IKNINSIDE)) {
play->envCtx.lightSettingOverride = 0xFF;
play->envCtx.unk_E0 = 0;
@@ -142,9 +142,9 @@ void func_8012EBF8(PlayState* play, RoomContext* roomCtx) {
roomCtx->prevRoom.segment = NULL;
func_800BA798(play, &play->actorCtx);
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (roomCtx->currRoom.num > -1) {
Map_InitRoomData(play, roomCtx->currRoom.num);
if (roomCtx->curRoom.num > -1) {
Map_InitRoomData(play, roomCtx->curRoom.num);
Minimap_SavePlayerRoomInitInfo(play);
}
func_801A3CD8(play->roomCtx.currRoom.echo);
func_801A3CD8(play->roomCtx.curRoom.echo);
}
+6 -6
View File
@@ -234,17 +234,17 @@ void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd) {
// SceneTableEntry Header Command 0x08: Room Behavior
void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.currRoom.unk3 = cmd->roomBehavior.gpFlag1;
play->roomCtx.currRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.currRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->roomCtx.curRoom.unk3 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
play->roomCtx.currRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
}
// SceneTableEntry Header Command 0x0A: Mesh Header
void Scene_HeaderCmdMesh(PlayState* play, SceneCmd* cmd) {
play->roomCtx.currRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment);
play->roomCtx.curRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment);
}
// SceneTableEntry Header Command 0x0B: Object List
@@ -446,7 +446,7 @@ void Scene_HeaderCmdSoundSettings(PlayState* play, SceneCmd* cmd) {
// SceneTableEntry Header Command 0x16: Echo Setting
void Scene_HeaderCmdEchoSetting(PlayState* play, SceneCmd* cmd) {
play->roomCtx.currRoom.echo = cmd->echoSettings.echo;
play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
}
// SceneTableEntry Header Command 0x18: Alternate Header List=
@@ -340,14 +340,14 @@ void func_80A2A1E0(BgDblueMovebg* this, PlayState* play) {
Math_StepToS(&this->unk_1CC, this->unk_1CE, 12);
this->dyna.actor.shape.rot.y += this->unk_1CC;
if (play->roomCtx.currRoom.num == 0) {
if (play->roomCtx.curRoom.num == 0) {
this->opaDList = gGreatBayTempleObjectGearShaftWithPlatformsDL;
} else if (play->roomCtx.currRoom.num == 8) {
} else if (play->roomCtx.curRoom.num == 8) {
this->opaDList = NULL;
}
if (play->roomCtx.currRoom.num != this->unk_170) {
if (play->roomCtx.currRoom.num != this->unk_171) {
if (play->roomCtx.curRoom.num != this->unk_170) {
if (play->roomCtx.curRoom.num != this->unk_171) {
if ((play->roomCtx.prevRoom.num != this->unk_170) && (play->roomCtx.prevRoom.num != this->unk_171)) {
D_80A2BBF4.unk_01 = 0;
Actor_MarkForDeath(&this->dyna.actor);
@@ -628,8 +628,8 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
s32 pad;
s32 temp_v0_3;
if (play->roomCtx.currRoom.num != this->unk_170) {
if (play->roomCtx.currRoom.num != this->unk_171) {
if (play->roomCtx.curRoom.num != this->unk_170) {
if (play->roomCtx.curRoom.num != this->unk_171) {
if ((play->roomCtx.prevRoom.num != this->unk_170) && (play->roomCtx.prevRoom.num != this->unk_171)) {
D_80A2BBF4.unk_00 = 0;
Actor_MarkForDeath(&this->dyna.actor);
@@ -669,7 +669,7 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
this->dyna.actor.shape.rot.x += this->unk_1CC;
if (this->unk_160 == 8) {
if (play->roomCtx.currRoom.num == 8) {
if (play->roomCtx.curRoom.num == 8) {
func_80A2ABD0(this, play);
this->unk_172 |= 0x20;
} else {
@@ -677,9 +677,9 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
}
}
if (play->roomCtx.currRoom.num == 0) {
if (play->roomCtx.curRoom.num == 0) {
this->opaDList = gGreatBayTempleObjectWaterwheelDL;
} else if (play->roomCtx.currRoom.num == 8) {
} else if (play->roomCtx.curRoom.num == 8) {
this->opaDList = gGreatBayTempleObjectWaterwheelWithFakeGearDL;
}
+1 -1
View File
@@ -155,7 +155,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
s16 phi_s0_2;
s32 pad;
if (Flags_GetClear(play, play->roomCtx.currRoom.num)) {
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_MarkForDeath(&this->actor);
return;
}
@@ -915,7 +915,7 @@ void DmChar00_Draw(Actor* thisx, PlayState* play2) {
Gfx* gfx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Gfx) * 4);
if ((play->csCtx.state == 0) && ((play->sceneNum != SCENE_OPENINGDAN) || (gSaveContext.sceneSetupIndex != 0) ||
(play->roomCtx.currRoom.num != 0) || (play->csCtx.currentCsIndex != 1) ||
(play->roomCtx.curRoom.num != 0) || (play->csCtx.currentCsIndex != 1) ||
(DMCHAR00_GET(&this->actor) != DMCHAR00_0))) {
return;
}
@@ -553,9 +553,9 @@ void func_808A1884(DoorShutter* this, PlayState* play) {
play->doorCtx.transitionActorList[DOORSHUTTER_GET_FC00(&this->actor)].sides[(sp44.z < 0.0f) ? 0 : 1].room;
if (room != this->actor.room) {
Room temp = play->roomCtx.currRoom;
Room temp = play->roomCtx.curRoom;
play->roomCtx.currRoom = play->roomCtx.prevRoom;
play->roomCtx.curRoom = play->roomCtx.prevRoom;
play->roomCtx.prevRoom = temp;
play->roomCtx.activeMemPage ^= 1;
}

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