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#include "global.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "2s2h/GameInteractor/GameInteractor.h"
s16 sPlayerInitPosX = 0;
s16 sPlayerInitPosZ = 0;
s16 sPlayerInitDir = 0;
/**
* Gets the mapIndex for the current dungeon or boss scene
* @return the current scene's mapIndex, or -1 if it isn't a dungeon or boss scene.
*/
s32 Map_GetDungeonOrBossAreaIndex(PlayState* play) {
static s32 sDungeonAndBossSceneIds[] = {
SCENE_MITURIN, // DUNGEON_INDEX_WOODFALL_TEMPLE
SCENE_HAKUGIN, // DUNGEON_INDEX_SNOWHEAD_TEMPLE
SCENE_SEA, // DUNGEON_INDEX_GREAT_BAY_TEMPLE
SCENE_INISIE_N, // DUNGEON_INDEX_STONE_TOWER_TEMPLE
SCENE_INISIE_R, // DUNGEON_INDEX_STONE_TOWER_TEMPLE
SCENE_MITURIN_BS, SCENE_HAKUGIN_BS, SCENE_SEA_BS, SCENE_INISIE_BS,
};
s32 i;
for (i = 0; i < ARRAY_COUNT(sDungeonAndBossSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sDungeonAndBossSceneIds[i]) {
return i;
}
}
return -1;
}
/**
* Tests if the current scene is in a dungeon or boss scene.
* @return true if the current scene is a dungeon or boss scene, false otherwise.
*/
s32 Map_IsInDungeonOrBossArea(PlayState* play) {
if (Map_GetDungeonOrBossAreaIndex(play) == -1) {
return false;
}
return true;
}
s32 MapExp_CurRoomHasMapI(PlayState* play) {
if ((Map_GetDungeonOrBossAreaIndex(play) == -1) || !MapDisp_CurRoomHasMapI(play)) {
return false;
}
return true;
}
/**
* Tests if the current scene is a dungeon scene, excluding boss scenes.
* @return -1 if not a dungeon scene, else returns the dungeonIndex of the dungeon scene
*/
s32 Map_GetDungeonAreaIndex(PlayState* play) {
static s32 sDungeonSceneIds[] = {
SCENE_MITURIN, // DUNGEON_INDEX_WOODFALL_TEMPLE
SCENE_HAKUGIN, // DUNGEON_INDEX_SNOWHEAD_TEMPLE
SCENE_SEA, // DUNGEON_INDEX_GREAT_BAY_TEMPLE
SCENE_INISIE_N, // DUNGEON_INDEX_STONE_TOWER_TEMPLE
SCENE_INISIE_R, // DUNGEON_INDEX_STONE_TOWER_TEMPLE
};
s32 i;
for (i = 0; i < ARRAY_COUNT(sDungeonSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sDungeonSceneIds[i]) {
return i;
}
}
return -1;
}
/**
* Test if the current scene is a dungeon scene, excluding boss rooms
* @return true if the current scene is a dungeon scene, false otherwise.
*/
s32 Map_IsInDungeonScene(PlayState* play) {
if (Map_GetDungeonAreaIndex(play) == -1) {
return false;
}
return true;
}
/**
* Tests if the current scene is a boss scene.
* @return -1 if not a boss scene, else returns the dungeonIndex of the boss scene
*/
s32 Map_GetBossAreaIndex(PlayState* play) {
static s32 sBossSceneIds[] = {
SCENE_MITURIN_BS, // DUNGEON_INDEX_WOODFALL_TEMPLE
SCENE_HAKUGIN_BS, // DUNGEON_INDEX_SNOWHEAD_TEMPLE
SCENE_SEA_BS, // DUNGEON_INDEX_GREAT_BAY_TEMPLE
SCENE_INISIE_BS, // DUNGEON_INDEX_STONE_TOWER_TEMPLE
};
s32 i;
for (i = 0; i < ARRAY_COUNT(sBossSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sBossSceneIds[i]) {
return i;
}
}
return -1;
}
/**
* Checks if the current scene is a boss scene.
* @return true if the current scene is a boss scene, false otherwise.
*/
s32 Map_IsInBossScene(PlayState* play) {
if (Map_GetBossAreaIndex(play) == -1) {
return false;
}
return true;
}
/**
* Test if the current scene is in a set of overworld scenes.
* @return -1 if not in the set, else returns the mapIndex of the overworld scene
*/
s32 Map_GetUnkOverworldAreaIndex(PlayState* play) {
static s32 D_801BF5A4[] = {
SCENE_22DEKUCITY,
SCENE_KOEPONARACE,
SCENE_F01,
};
s32 i;
for (i = 0; i < ARRAY_COUNT(D_801BF5A4); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == D_801BF5A4[i]) {
return i;
}
}
return -1;
}
/**
* Checks if the current scene is in a set of overworld scenes.
* @return true if the current scene is in the set, false otherwise.
*/
s32 Map_IsInUnkOverworldArea(PlayState* play) {
if (Map_GetUnkOverworldAreaIndex(play) == -1) {
return false;
}
return true;
}
/**
* Sets the position and rotation of where the player has entered the area.
* Used to draw the red marker on the minimap.
*/
void Map_SetAreaEntrypoint(PlayState* play) {
Player* player = GET_PLAYER(play);
sPlayerInitPosX = player->actor.world.pos.x;
sPlayerInitPosZ = player->actor.world.pos.z;
sPlayerInitDir = (0x7FFF - player->actor.shape.rot.y) / 0x400;
}
void Map_InitRoomData(PlayState* play, s16 room) {
s32 mapIndex = gSaveContext.mapIndex;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
MapDisp_SwapRooms(room);
if (room >= 0) {
if (Map_IsInDungeonOrBossArea(play)) {
SET_ROOM_VISITED(Play_GetOriginalSceneId(play->sceneId), room);
interfaceCtx->mapRoomNum = room;
interfaceCtx->dungeonOrBossAreaMapIndex = mapIndex;
}
} else {
interfaceCtx->mapRoomNum = 0;
}
if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
}
}
void Map_Destroy(PlayState* play) {
MapDisp_Destroy(play);
}
void Map_Init(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s32 dungeonIndex;
MapDisp_SwapRooms(play->roomCtx.curRoom.num);
interfaceCtx->unk_278 = -1;
interfaceCtx->dungeonOrBossAreaMapIndex = -1;
interfaceCtx->mapSegment = THA_AllocTailAlign16(&play->state.tha, 0x1000);
if (Map_IsInUnkOverworldArea(play)) {
gSaveContext.mapIndex = Map_GetUnkOverworldAreaIndex(play);
return;
}
if (Map_IsInDungeonOrBossArea(play)) {
gSaveContext.mapIndex = dungeonIndex = Map_GetDungeonOrBossAreaIndex(play);
switch (play->sceneId) {
case SCENE_MITURIN_BS:
dungeonIndex = DUNGEON_INDEX_WOODFALL_TEMPLE;
break;
case SCENE_HAKUGIN_BS:
dungeonIndex = DUNGEON_INDEX_SNOWHEAD_TEMPLE;
break;
case SCENE_SEA_BS:
dungeonIndex = DUNGEON_INDEX_GREAT_BAY_TEMPLE;
break;
case SCENE_INISIE_BS:
dungeonIndex = DUNGEON_INDEX_STONE_TOWER_TEMPLE;
break;
}
gSaveContext.dungeonIndex = dungeonIndex;
Map_InitRoomData(play, play->roomCtx.curRoom.num);
}
}
void Map_DrawMinimap(PlayState* play) {
MapDisp_DrawMinimap(play, sPlayerInitPosX, sPlayerInitPosZ, sPlayerInitDir);
}
s16 sLastRoomNum = 99;
void Map_Update(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
Input* controller = CONTROLLER1(&play->state);
s32 pad1;
s16 floor;
s32 pad2;
if ((play->pauseCtx.state <= PAUSE_STATE_OPENING_2) && (CHECK_BTN_ALL(controller->press.button, BTN_L)) &&
!Play_InCsMode(play) && !MapDisp_IsMinimapToggleBlocked(play)) {
if (GameInteractor_Should(VB_MINIMAP_TOGGLE, true)) {
if (!R_MINIMAP_DISABLED) {
Audio_PlaySfx(NA_SE_SY_CAMERA_ZOOM_UP);
} else {
Audio_PlaySfx(NA_SE_SY_CAMERA_ZOOM_DOWN);
}
R_MINIMAP_DISABLED ^= 1;
}
}
MapDisp_Update(play);
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) {
if (Map_IsInDungeonScene(play)) {
floor = MapDisp_GetPlayerStorey(player->actor.world.pos.y);
if (floor != -1) {
SET_DUNGEON_FLOOR_VISITED(Play_GetOriginalSceneId(play->sceneId), FLOOR_INDEX_MAX - floor);
R_PLAYER_FLOOR_REVERSE_INDEX = FLOOR_INDEX_MAX - floor;
if (interfaceCtx->mapRoomNum != sLastRoomNum) {
sLastRoomNum = interfaceCtx->mapRoomNum;
}
}
} else if (Map_IsInBossScene(play)) {
MapDisp_GetBossIconY();
R_PLAYER_FLOOR_REVERSE_INDEX = FLOOR_INDEX_MAX - MapDisp_GetBossRoomStorey();
}
}
}
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