diff options
| author | fig02 <fig02srl@gmail.com> | 2022-05-17 18:41:50 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-05-18 00:41:50 +0200 |
| commit | aadb5f9c474e9f5773bb78bcfdd5cbedeed5169c (patch) | |
| tree | 2c15152e6a6254df3eccb7b498c4f4e442ef49ec /src/code | |
| parent | f6c472ae5e53575af5f0fd0f92ddc03c37ff0cf7 (diff) | |
Gameplay_ -> Play_ and this (#1229)
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/graph.c | 2 | ||||
| -rw-r--r-- | src/code/z_actor.c | 6 | ||||
| -rw-r--r-- | src/code/z_camera.c | 8 | ||||
| -rw-r--r-- | src/code/z_demo.c | 54 | ||||
| -rw-r--r-- | src/code/z_eff_ss_dead.c | 4 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 2 | ||||
| -rw-r--r-- | src/code/z_game_dlftbls.c | 2 | ||||
| -rw-r--r-- | src/code/z_horse.c | 2 | ||||
| -rw-r--r-- | src/code/z_kaleido_setup.c | 6 | ||||
| -rw-r--r-- | src/code/z_lifemeter.c | 2 | ||||
| -rw-r--r-- | src/code/z_map_exp.c | 6 | ||||
| -rw-r--r-- | src/code/z_onepointdemo.c | 88 | ||||
| -rw-r--r-- | src/code/z_parameter.c | 6 | ||||
| -rw-r--r-- | src/code/z_play.c | 1128 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 4 | ||||
| -rw-r--r-- | src/code/z_sample.c | 2 | ||||
| -rw-r--r-- | src/code/z_scene.c | 2 |
17 files changed, 654 insertions, 670 deletions
diff --git a/src/code/graph.c b/src/code/graph.c index 6bf87ae90..868506c7d 100644 --- a/src/code/graph.c +++ b/src/code/graph.c @@ -108,7 +108,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) { if (gameStateInitFunc == Title_Init) { return &gGameStateOverlayTable[2]; } - if (gameStateInitFunc == Gameplay_Init) { + if (gameStateInitFunc == Play_Init) { return &gGameStateOverlayTable[3]; } if (gameStateInitFunc == Opening_Init) { diff --git a/src/code/z_actor.c b/src/code/z_actor.c index b0b5aba84..ac9e8a38d 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1010,7 +1010,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) { void func_8002DE74(GlobalContext* globalCtx, Player* player) { if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) { - Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE); + Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE); } } @@ -2564,7 +2564,7 @@ void func_80031C3C(ActorContext* actorCtx, GlobalContext* globalCtx) { actorCtx->absoluteSpace = NULL; } - Gameplay_SaveSceneFlags(globalCtx); + Play_SaveSceneFlags(globalCtx); func_80030488(globalCtx); ActorOverlayTable_Cleanup(); } @@ -2874,7 +2874,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC if ((player != NULL) && (actor == player->unk_664)) { func_8008EDF0(player); - Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0); + Camera_ChangeMode(Play_GetCamera(globalCtx, Play_GetActiveCamId(globalCtx)), 0); } if (actor == actorCtx->targetCtx.arrowPointedActor) { diff --git a/src/code/z_camera.c b/src/code/z_camera.c index a00611af3..81e6a1c65 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -6111,7 +6111,7 @@ s32 Camera_Demo6(Camera* camera) { s16 stateTimers[4]; Demo6ReadWriteData* rwData = &camera->paramData.demo6.rwData; - mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN); + mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN); camFocus = camera->target; stateTimers[1] = 0x37; stateTimers[2] = 0x46; @@ -6216,7 +6216,7 @@ s32 Camera_Demo9(Camera* camera) { f32* camFOV = &camera->fov; Demo9ReadWriteData* rwData = &camera->paramData.demo9.rwData; - mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN); + mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN); mainCamPlayerPosRot = &mainCam->playerPosRot; if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) { values = sCameraSettings[camera->setting].cameraModes[camera->mode].values; @@ -7630,7 +7630,7 @@ void Camera_Finish(Camera* camera) { Player* player = GET_PLAYER(camera->globalCtx); if (camera->timer == 0) { - Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE); + Play_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE); if ((camera->parentCamId == CAM_ID_MAIN) && (camera->csId != 0)) { player->actor.freezeTimer = 0; @@ -7660,7 +7660,7 @@ void Camera_Finish(Camera* camera) { camera->timer = -1; camera->globalCtx->envCtx.fillScreen = false; - Gameplay_ClearCamera(camera->globalCtx, camera->camId); + Play_ClearCamera(camera->globalCtx, camera->camId); } } diff --git a/src/code/z_demo.c b/src/code/z_demo.c index c2c6e9d06..034032767 100644 --- a/src/code/z_demo.c +++ b/src/code/z_demo.c @@ -1217,7 +1217,7 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt break; case 118: gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0; - Gameplay_TriggerVoidOut(globalCtx); + Play_TriggerVoidOut(globalCtx); gSaveContext.respawnFlag = -2; gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK; break; @@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext* if (csCtx->unk_1A != 0) { csCtx->unk_18 = cmdBase->startFrame; if (D_8015FCC8 != 0) { - Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0); - Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT); - Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); - Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId)); - Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints, + Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0); + Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT); + Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); + Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId)); + Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints, csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink); } } @@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex if (csCtx->unk_1B != 0) { D_8015FCC0 = cmdBase->startFrame; if (D_8015FCC8 != 0) { - Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0); - Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT); - Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); - Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId)); - Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints, + Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0); + Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT); + Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); + Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId)); + Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints, csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink); } } @@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm if (csCtx->unk_1A != 0) { D_8015FCC2 = cmdBase->startFrame; if (D_8015FCC8 != 0) { - subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId); + subCam = Play_GetCamera(globalCtx, csCtx->subCamId); subCam->player = NULL; - Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT); - Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); - Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0); + Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT); + Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); + Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0); sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f; Camera_SetParam(subCam, 64, &sp28); sp3C.x = csCtx->subCamLookAtPoints->pos.x; @@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm sp30.x = csCtx->subCamEyePoints->pos.x; sp30.y = csCtx->subCamEyePoints->pos.y; sp30.z = csCtx->subCamEyePoints->pos.z; - Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30); - Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle); + Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30); + Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle); } } } @@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm if (csCtx->unk_1B != 0) { D_8015FCC4 = cmdBase->startFrame; if (D_8015FCC8 != 0) { - subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId); + subCam = Play_GetCamera(globalCtx, csCtx->subCamId); subCam->player = NULL; - Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT); - Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); - Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0); + Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT); + Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE); + Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0); sp3C.x = csCtx->subCamLookAtPoints->pos.x; sp3C.y = csCtx->subCamLookAtPoints->pos.y; sp3C.z = csCtx->subCamLookAtPoints->pos.z; sp30.x = csCtx->subCamEyePoints->pos.x; sp30.y = csCtx->subCamEyePoints->pos.y; sp30.z = csCtx->subCamEyePoints->pos.z; - Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30); - Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle); + Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30); + Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle); } } } @@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) { case 0x028E: case 0x0292: case 0x0476: - Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId); + Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId); } - Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE); - Gameplay_ClearCamera(globalCtx, csCtx->subCamId); + Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE); + Play_ClearCamera(globalCtx, csCtx->subCamId); func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]); } @@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) { sReturnToCamId = globalCtx->activeCamId; if (D_8015FCC8 != 0) { - csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx); + csCtx->subCamId = Play_CreateSubCamera(globalCtx); } if (gSaveContext.cutsceneTrigger == 0) { diff --git a/src/code/z_eff_ss_dead.c b/src/code/z_eff_ss_dead.c index b3978547b..af2c6ee73 100644 --- a/src/code/z_eff_ss_dead.c +++ b/src/code/z_eff_ss_dead.c @@ -56,7 +56,7 @@ void func_80026608(GlobalContext* globalCtx) { OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 159); gDPPipeSync(POLY_OPA_DISP++); - POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP); + POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 164); } @@ -115,7 +115,7 @@ void func_80026A6C(GlobalContext* globalCtx) { OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 217); gDPPipeSync(POLY_XLU_DISP++); - POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP); + POLY_XLU_DISP = Play_SetFog(globalCtx, POLY_XLU_DISP); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 222); } diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index d9964a3ca..196a1c8eb 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -847,7 +847,7 @@ void EnItem00_DrawCollectible(EnItem00* this, GlobalContext* globalCtx) { OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_item00.c", 1594); - POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP); + POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP); if (this->actor.params == ITEM00_BOMBS_SPECIAL) { texIndex = 1; diff --git a/src/code/z_game_dlftbls.c b/src/code/z_game_dlftbls.c index a8cc07733..6f6697619 100644 --- a/src/code/z_game_dlftbls.c +++ b/src/code/z_game_dlftbls.c @@ -12,7 +12,7 @@ GameStateOverlay gGameStateOverlayTable[] = { GAMESTATE_OVERLAY_INTERNAL(TitleSetup_Init, TitleSetup_Destroy, sizeof(GameState)), GAMESTATE_OVERLAY(select, Select_Init, Select_Destroy, sizeof(SelectContext)), GAMESTATE_OVERLAY(title, Title_Init, Title_Destroy, sizeof(TitleContext)), - GAMESTATE_OVERLAY_INTERNAL(Gameplay_Init, Gameplay_Destroy, sizeof(GlobalContext)), + GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(GlobalContext)), GAMESTATE_OVERLAY(opening, Opening_Init, Opening_Destroy, sizeof(OpeningContext)), GAMESTATE_OVERLAY(file_choose, FileChoose_Init, FileChoose_Destroy, sizeof(FileChooseContext)), }; diff --git a/src/code/z_horse.c b/src/code/z_horse.c index 8a3deac6e..d19444812 100644 --- a/src/code/z_horse.c +++ b/src/code/z_horse.c @@ -223,7 +223,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) { sp54.y = player->actor.world.pos.y + 100.0f; sp54.z = player->actor.world.pos.z; - Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54); + Play_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54); } else { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, diff --git a/src/code/z_kaleido_setup.c b/src/code/z_kaleido_setup.c index 3a6713f9c..cb05b520e 100644 --- a/src/code/z_kaleido_setup.c +++ b/src/code/z_kaleido_setup.c @@ -14,9 +14,9 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) { if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE && globalCtx->transitionTrigger == TRANS_TRIGGER_OFF && globalCtx->transitionMode == TRANS_MODE_OFF && - gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && - !Gameplay_InCsMode(globalCtx) && globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && - gSaveContext.unk_13F0 != 9 && (globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) { + gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(globalCtx) && + globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 && + (globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) { if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) { if (BREG(0)) { diff --git a/src/code/z_lifemeter.c b/src/code/z_lifemeter.c index 977a3c62d..df2d552a9 100644 --- a/src/code/z_lifemeter.c +++ b/src/code/z_lifemeter.c @@ -507,7 +507,7 @@ void Health_UpdateBeatingHeart(GlobalContext* globalCtx) { interfaceCtx->beatingHeartOscillator = 0; interfaceCtx->beatingHeartOscillatorDirection = 0; if (!Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) && - (globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Gameplay_InCsMode(globalCtx)) { + (globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Play_InCsMode(globalCtx)) { func_80078884(NA_SE_SY_HITPOINT_ALARM); } } diff --git a/src/code/z_map_exp.c b/src/code/z_map_exp.c index 92ef5681a..1e0e818e2 100644 --- a/src/code/z_map_exp.c +++ b/src/code/z_map_exp.c @@ -406,8 +406,8 @@ void Minimap_Draw(GlobalContext* globalCtx) { } } - if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) { - osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx)); + if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) { + osSyncPrintf("Game_play_demo_mode_check=%d\n", Play_InCsMode(globalCtx)); // clang-format off if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, @@ -493,7 +493,7 @@ void Minimap_Draw(GlobalContext* globalCtx) { Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position } - if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) { + if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) { // clang-format off if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c index a4d6edeb1..0eb0b946c 100644 --- a/src/code/z_onepointdemo.c +++ b/src/code/z_onepointdemo.c @@ -119,7 +119,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A break; case 5010: func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye); + Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye); subCam->roll = 0; break; case 9500: @@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A csInfo->keyFrames = D_801211D4; csInfo->keyFrameCnt = 2; } - Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3); + Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3); func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C); } break; case 2290: { @@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.pitch = 0x3E8; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); func_8002DF54(globalCtx, NULL, 8); subCam->roll = 0; subCam->fov = 50.0f; @@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C); break; case 1010: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye); - Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov); - Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye); + Play_CameraSetFov(globalCtx, subCamId, childCam->fov); + Play_SetCameraRoll(globalCtx, subCamId, childCam->roll); break; case 9601: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); - Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); + Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting); OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398); break; case 9602: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); - Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); + Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting); OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434); break; case 4175: @@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spB4.x = -1979.0f; spB4.y = 703.0f; spB4.z = -269.0f; - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 6; subCam->fov = 75.0f; func_8002DF54(globalCtx, NULL, 8); @@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A Actor_GetFocus(&spA0, actor); spC0 = spA0.pos; func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0; subCam->fov = 70.0f; func_8002DF54(globalCtx, NULL, 8); @@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C); break; case 3050: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); func_8002DF54(globalCtx, &player->actor, 5); OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C); func_80078884(NA_SE_SY_CORRECT_CHIME); @@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spB4.x = 1729.0f; spB4.y = 995.0f; spB4.z = -1405.0f; - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0x50; subCam->fov = 55.0f; func_8002DF38(globalCtx, &player->actor, 8); @@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A Actor_GetWorld(&spA0, &player->actor); spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); - Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId); subCam->roll = -1; subCam->fov = 55.0f; func_8002DF38(globalCtx, actor, 1); @@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.yaw = spA0.rot.y; spD0.r = 150.0f; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0; subCam->fov = 55.0f; func_8002DF38(globalCtx, &player->actor, 8); @@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.yaw = spA0.rot.y; spD0.pitch = -0xAF0; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0; subCam->fov = 60.0f; func_8002DF38(globalCtx, actor, 1); break; case 3190: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE); Camera_ChangeMode(mainCam, CAM_MODE_NORMAL); func_8002DF38(globalCtx, actor, 0xC); break; @@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spB4.x = 80.0f; spB4.y = 445.0f; spB4.z = -1425.0f; - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0x1E; subCam->fov = 75.0f; func_8002DF38(globalCtx, &player->actor, 8); @@ -581,7 +581,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.pitch = 0x5DC; spD0.r = 120.0f; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4); + Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4); i = Quake_Add(subCam, 3); Quake_SetSpeed(i, 22000); @@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.yaw = spA0.rot.y + 0x7FFF; spD0.r = 300.0f; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0; subCam->fov = 45.0f; func_8002DF38(globalCtx, &player->actor, 8); @@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A spD0.r = 400.0f; OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0); spB4.y = spA0.pos.y + 60.0f; - Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); + Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4); subCam->roll = 0; subCam->fov = 75.0f; player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF; @@ -628,7 +628,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C); break; case 6001: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); func_8002DF54(globalCtx, NULL, 8); Actor_GetWorld(&spA0, actor); if (spA0.pos.z > -750.0f) { @@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A Quake_SetCountdown(i, D_801208E4 - 10); break; case 3400: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3); func_8002DF38(globalCtx, &player->actor, 8); OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4); OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos); @@ -664,9 +664,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C); break; case 3310: - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE); func_8002DF54(globalCtx, NULL, 8); - Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN); + Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN); i = Quake_Add(subCam, 1); Quake_SetSpeed(i, 32000); @@ -958,8 +958,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND); subCam->data2 = 0xC; } else { - Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN); - Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); + Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN); + Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2); } break; case 9908: @@ -1132,7 +1132,7 @@ s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 subCamId) { subCam->parentCamId = CAM_ID_MAIN; subCam->childCamId = subCam->parentCamId; subCam->timer = -1; - Gameplay_ClearCamera(subCam->globalCtx, subCam->camId); + Play_ClearCamera(subCam->globalCtx, subCam->camId); return nextCamId; } @@ -1155,7 +1155,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* if (parentCamId == CAM_ID_NONE) { parentCamId = globalCtx->activeCamId; } - subCamId = Gameplay_CreateSubCamera(globalCtx); + subCamId = Play_CreateSubCamera(globalCtx); if (subCamId == CAM_ID_NONE) { osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId); return CAM_ID_NONE; @@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* subCam->csId = csId; if (parentCamId == CAM_ID_MAIN) { - Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3); + Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3); } else { - Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT); + Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT); } OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer); - Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus); + Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus); // Removes all lower priority cutscenes in front of this cutscene from the queue. vCurCamId = subCamId; @@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* vNextCamId, nextCsId, thisCsId); if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) { if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) { - Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE); + Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE); } } else { vCurCamId = vNextCamId; diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c index e6e448fd0..9b6a48e66 100644 --- a/src/code/z_parameter.c +++ b/src/code/z_parameter.c @@ -2485,7 +2485,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) { if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) && - !Gameplay_InCsMode(globalCtx)) { + !Play_InCsMode(globalCtx)) { if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) || ((gSaveContext.equips.buttonItems[1] != ITEM_LENS) && (gSaveContext.equips.buttonItems[2] != ITEM_LENS) && @@ -3430,7 +3430,7 @@ void Interface_Draw(GlobalContext* globalCtx) { if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && - (globalCtx->transitionMode == TRANS_MODE_OFF) && !Gameplay_InCsMode(globalCtx) && + (globalCtx->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) && (globalCtx->shootingGalleryStatus <= 1) && !((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) { svar6 = 0; @@ -3996,7 +3996,7 @@ void Interface_Update(GlobalContext* globalCtx) { if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) && - !Gameplay_InCsMode(globalCtx)) {} + !Play_InCsMode(globalCtx)) {} if (gSaveContext.rupeeAccumulator != 0) { if (gSaveContext.rupeeAccumulator > 0) { diff --git a/src/code/z_play.c b/src/code/z_play.c index 7aa115f1f..b0993bec0 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -13,38 +13,40 @@ FaultClient D_801614B8; s16 sTransitionFillTimer; u64 D_801614D0[0xA00]; -void func_800BC450(GlobalContext* globalCtx) { - Camera_ChangeDataIdx(GET_ACTIVE_CAM(globalCtx), globalCtx->unk_1242B - 1); +void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn); + +void func_800BC450(GlobalContext* this) { + Camera_ChangeDataIdx(GET_ACTIVE_CAM(this), this->unk_1242B - 1); } -void func_800BC490(GlobalContext* globalCtx, s16 point) { +void func_800BC490(GlobalContext* this, s16 point) { ASSERT(point == 1 || point == 2, "point == 1 || point == 2", "../z_play.c", 2160); - globalCtx->unk_1242B = point; + this->unk_1242B = point; if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) { Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } - func_800BC450(globalCtx); + func_800BC450(this); } -s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1) { - return (arg1 == globalCtx->unk_1242B); +s32 func_800BC56C(GlobalContext* this, s16 arg1) { + return (arg1 == this->unk_1242B); } // original name: "Game_play_shop_pr_vr_switch_set" -void func_800BC590(GlobalContext* globalCtx) { +void func_800BC590(GlobalContext* this) { osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n"); if (YREG(15) == 0x10) { - globalCtx->unk_1242B = 2; + this->unk_1242B = 2; } } -void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType) { - TransitionContext* transitionCtx = &globalCtx->transitionCtx; +void Play_SetupTransition(GlobalContext* this, s32 transitionType) { + TransitionContext* transitionCtx = &this->transitionCtx; bzero(transitionCtx, sizeof(TransitionContext)); @@ -111,27 +113,27 @@ void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType) { case TRANS_TYPE_FILL_WHITE2: case TRANS_TYPE_FILL_WHITE: - globalCtx->transitionMode = TRANS_MODE_FILL_WHITE_INIT; + this->transitionMode = TRANS_MODE_FILL_WHITE_INIT; break; case TRANS_TYPE_INSTANT: - globalCtx->transitionMode = TRANS_MODE_INSTANT; + this->transitionMode = TRANS_MODE_INSTANT; break; case TRANS_TYPE_FILL_BROWN: - globalCtx->transitionMode = TRANS_MODE_FILL_BROWN_INIT; + this->transitionMode = TRANS_MODE_FILL_BROWN_INIT; break; case TRANS_TYPE_SANDSTORM_PERSIST: - globalCtx->transitionMode = TRANS_MODE_SANDSTORM_INIT; + this->transitionMode = TRANS_MODE_SANDSTORM_INIT; break; case TRANS_TYPE_SANDSTORM_END: - globalCtx->transitionMode = TRANS_MODE_SANDSTORM_END_INIT; + this->transitionMode = TRANS_MODE_SANDSTORM_END_INIT; break; case TRANS_TYPE_CS_BLACK_FILL: - globalCtx->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT; + this->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT; break; default: @@ -141,60 +143,60 @@ void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType) { } } -void func_800BC88C(GlobalContext* globalCtx) { - globalCtx->transitionCtx.transitionType = -1; +void func_800BC88C(GlobalContext* this) { + this->transitionCtx.transitionType = -1; } -Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx) { - return Gfx_SetFog2(gfx, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1], - globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000); +Gfx* Play_SetFog(GlobalContext* this, Gfx* gfx) { + return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0, + this->lightCtx.fogNear, 1000); } -void Gameplay_Destroy(GameState* thisx) { - GlobalContext* globalCtx = (GlobalContext*)thisx; - Player* player = GET_PLAYER(globalCtx); +void Play_Destroy(GameState* thisx) { + GlobalContext* this = (GlobalContext*)thisx; + Player* player = GET_PLAYER(this); - globalCtx->state.gfxCtx->callback = NULL; - globalCtx->state.gfxCtx->callbackParam = 0; + this->state.gfxCtx->callback = NULL; + this->state.gfxCtx->callbackParam = 0; SREG(91) = 0; R_PAUSE_MENU_MODE = 0; - PreRender_Destroy(&globalCtx->pauseBgPreRender); - Effect_DeleteAll(globalCtx); - EffectSs_ClearAll(globalCtx); - CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx); + PreRender_Destroy(&this->pauseBgPreRender); + Effect_DeleteAll(this); + EffectSs_ClearAll(this); + CollisionCheck_DestroyContext(this, &this->colChkCtx); if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); gTrnsnUnkState = 0; } - if (globalCtx->transitionMode == TRANS_MODE_INSTANCE_RUNNING) { - globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); - func_800BC88C(globalCtx); - globalCtx->transitionMode = TRANS_MODE_OFF; + if (this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) { + this->transitionCtx.destroy(&this->transitionCtx.instanceData); + func_800BC88C(this); + this->transitionMode = TRANS_MODE_OFF; } ShrinkWindow_Destroy(); - TransitionFade_Destroy(&globalCtx->transitionFade); + TransitionFade_Destroy(&this->transitionFade); VisMono_Destroy(&D_80161498); - if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) { + if (gSaveContext.linkAge != this->linkAgeOnLoad) { Inventory_SwapAgeEquipment(); - Player_SetEquipmentData(globalCtx, player); + Player_SetEquipmentData(this, player); } - func_80031C3C(&globalCtx->actorCtx, globalCtx); - func_80110990(globalCtx); - KaleidoScopeCall_Destroy(globalCtx); + func_80031C3C(&this->actorCtx, this); + func_80110990(this); + KaleidoScopeCall_Destroy(this); KaleidoManager_Destroy(); ZeldaArena_Cleanup(); Fault_RemoveClient(&D_801614B8); } -void Gameplay_Init(GameState* thisx) { - GlobalContext* globalCtx = (GlobalContext*)thisx; - GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; +void Play_Init(GameState* thisx) { + GlobalContext* this = (GlobalContext*)thisx; + GraphicsContext* gfxCtx = this->state.gfxCtx; u32 zAlloc; u32 zAllocAligned; size_t zAllocSize; @@ -206,44 +208,44 @@ void Gameplay_Init(GameState* thisx) { if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) { gSaveContext.entranceIndex = 0; - globalCtx->state.running = false; - SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext); + this->state.running = false; + SET_NEXT_GAMESTATE(&this->state, Opening_Init, OpeningContext); return; } SystemArena_Display(); - GameState_Realloc(&globalCtx->state, 0x1D4790); - KaleidoManager_Init(globalCtx); - View_Init(&globalCtx->view, gfxCtx); + GameState_Realloc(&this->state, 0x1D4790); + KaleidoManager_Init(this); + View_Init(&this->view, gfxCtx); Audio_SetExtraFilter(0); Quake_Init(); - for (i = 0; i < ARRAY_COUNT(globalCtx->cameraPtrs); i++) { - globalCtx->cameraPtrs[i] = NULL; + for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) { + this->cameraPtrs[i] = NULL; } - Camera_Init(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx); - Camera_ChangeStatus(&globalCtx->mainCamera, CAM_STAT_ACTIVE); + Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this); + Camera_ChangeStatus(&this->mainCamera, CAM_STAT_ACTIVE); for (i = 0; i < 3; i++) { - Camera_Init(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); - Camera_ChangeStatus(&globalCtx->subCameras[i], CAM_STAT_UNK100); + Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this); + Camera_ChangeStatus(&this->subCameras[i], CAM_STAT_UNK100); } - globalCtx->cameraPtrs[CAM_ID_MAIN] = &globalCtx->mainCamera; - globalCtx->cameraPtrs[CAM_ID_MAIN]->uid = 0; - globalCtx->activeCamId = CAM_ID_MAIN; - func_8005AC48(&globalCtx->mainCamera, 0xFF); - Sram_Init(globalCtx, &globalCtx->sramCtx); - func_80112098(globalCtx); - Message_Init(globalCtx); - GameOver_Init(globalCtx); - SoundSource_InitAll(globalCtx); - Effect_InitContext(globalCtx); - EffectSs_InitInfo(globalCtx, 0x55); - CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx); - AnimationContext_Reset(&globalCtx->animationCtx); - func_8006450C(globalCtx, &globalCtx->csCtx); + this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera; + this->cameraPtrs[CAM_ID_MAIN]->uid = 0; + this->activeCamId = CAM_ID_MAIN; + func_8005AC48(&this->mainCamera, 0xFF); + Sram_Init(this, &this->sramCtx); + func_80112098(this); + Message_Init(this); + GameOver_Init(this); + SoundSource_InitAll(this); + Effect_InitContext(this); + EffectSs_InitInfo(this, 0x55); + CollisionCheck_InitContext(this, &this->colChkCtx); + AnimationContext_Reset(&this->animationCtx); + func_8006450C(this, &this->csCtx); if (gSaveContext.nextCutsceneIndex != 0xFFEF) { gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex; @@ -265,11 +267,11 @@ void Gameplay_Init(GameState* thisx) { gSaveContext.nightFlag = 0; } - Cutscene_HandleConditionalTriggers(globalCtx); + Cutscene_HandleConditionalTriggers(this); if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) { gSaveContext.nayrusLoveTimer = 0; - func_800876C8(globalCtx); + func_800876C8(this); gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4; } else if (!LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 0; @@ -295,9 +297,8 @@ void Gameplay_Init(GameState* thisx) { gSaveContext.sceneSetupIndex = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2; } - Gameplay_SpawnScene( - globalCtx, - gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene, + Play_SpawnScene( + this, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].spawn); osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex); @@ -310,18 +311,18 @@ void Gameplay_Init(GameState* thisx) { osSyncPrintf("出戻り?\n"); // "Return?" } - Cutscene_HandleEntranceTriggers(globalCtx); - KaleidoScopeCall_Init(globalCtx); - func_801109B0(globalCtx); + Cutscene_HandleEntranceTriggers(this); + KaleidoScopeCall_Init(this); + func_801109B0(this); if (gSaveContext.nextDayTime != 0xFFFF) { if (gSaveContext.nextDayTime == 0x8001) { gSaveContext.totalDays++; gSaveContext.bgsDayCount++; gSaveContext.dogIsLost = true; - if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) || - Inventory_ReplaceItem(globalCtx, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) { - Message_StartTextbox(globalCtx, 0x3066, NULL); + if (Inventory_ReplaceItem(this, ITEM_WEIRD_EGG, ITEM_CHICKEN) || + Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) { + Message_StartTextbox(this, 0x3066, NULL); } gSaveContext.nextDayTime = 0xFFFE; } else { @@ -331,46 +332,46 @@ void Gameplay_Init(GameState* thisx) { SREG(91) = -1; R_PAUSE_MENU_MODE = 0; - PreRender_Init(&globalCtx->pauseBgPreRender); - PreRender_SetValuesSave(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0); - PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0); + PreRender_Init(&this->pauseBgPreRender); + PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0); + PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0); gTrnsnUnkState = 0; - globalCtx->transitionMode = TRANS_MODE_OFF; - FrameAdvance_Init(&globalCtx->frameAdvCtx); + this->transitionMode = TRANS_MODE_OFF; + FrameAdvance_Init(&this->frameAdvCtx); Rand_Seed((u32)osGetTime()); - Matrix_Init(&globalCtx->state); - globalCtx->state.main = Gameplay_Main; - globalCtx->state.destroy = Gameplay_Destroy; - globalCtx->transitionTrigger = TRANS_TRIGGER_END; - globalCtx->unk_11E16 = 0xFF; - globalCtx->unk_11E18 = 0; - globalCtx->unk_11DE9 = false; + Matrix_Init(&this->state); + this->state.main = Play_Main; + this->state.destroy = Play_Destroy; + this->transitionTrigger = TRANS_TRIGGER_END; + this->unk_11E16 = 0xFF; + this->unk_11E18 = 0; + this->unk_11DE9 = false; if (gSaveContext.gameMode != 1) { if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) { // fade in - globalCtx->transitionType = + this->transitionType = (gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; } else { - globalCtx->transitionType = gSaveContext.nextTransitionType; + this->transitionType = gSaveContext.nextTransitionType; gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT; } } else { - globalCtx->transitionType = TRANS_TYPE_FADE_BLACK_SLOW; + this->transitionType = TRANS_TYPE_FADE_BLACK_SLOW; } ShrinkWindow_Init(); - TransitionFade_Init(&globalCtx->transitionFade); - TransitionFade_SetType(&globalCtx->transitionFade, 3); - TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(160, 160, 160, 255)); - TransitionFade_Start(&globalCtx->transitionFade); + TransitionFade_Init(&this->transitionFade); + TransitionFade_SetType(&this->transitionFade, 3); + TransitionFade_SetColor(&this->transitionFade, RGBA8(160, 160, 160, 255)); + TransitionFade_Start(&this->transitionFade); VisMono_Init(&D_80161498); D_801614B0.a = 0; - Flags_UnsetAllEnv(globalCtx); + Flags_UnsetAllEnv(this); - osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&globalCtx->state.tha)); - zAllocSize = THA_GetSize(&globalCtx->state.tha); - zAlloc = GameState_Alloc(&globalCtx->state, zAllocSize, "../z_play.c", 2918); + osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&this->state.tha)); + zAllocSize = THA_GetSize(&this->state.tha); + zAlloc = GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918); zAllocAligned = (zAlloc + 8) & ~0xF; ZeldaArena_Init(zAllocAligned, zAllocSize - zAllocAligned + zAlloc); // "Zelda Heap" @@ -378,36 +379,36 @@ void Gameplay_Init(GameState* thisx) { (s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc)); Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL); - func_800304DC(globalCtx, &globalCtx->actorCtx, globalCtx->linkActorEntry); + func_800304DC(this, &this->actorCtx, this->linkActorEntry); - while (!func_800973FC(globalCtx, &globalCtx->roomCtx)) { + while (!func_800973FC(this, &this->roomCtx)) { ; // Empty Loop } - player = GET_PLAYER(globalCtx); - Camera_InitPlayerSettings(&globalCtx->mainCamera, player); - Camera_ChangeMode(&globalCtx->mainCamera, CAM_MODE_NORMAL); + player = GET_PLAYER(this); + Camera_InitPlayerSettings(&this->mainCamera, player); + Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL); playerStartCamId = player->actor.params & 0xFF; if (playerStartCamId != 0xFF) { osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId); - Camera_ChangeDataIdx(&globalCtx->mainCamera, playerStartCamId); + Camera_ChangeDataIdx(&this->mainCamera, playerStartCamId); } if (YREG(15) == 32) { - globalCtx->unk_1242B = 2; + this->unk_1242B = 2; } else if (YREG(15) == 16) { - globalCtx->unk_1242B = 1; + this->unk_1242B = 1; } else { - globalCtx->unk_1242B = 0; + this->unk_1242B = 0; } - Interface_SetSceneRestrictions(globalCtx); - Environment_PlaySceneSequence(globalCtx); - gSaveContext.seqId = globalCtx->sequenceCtx.seqId; - gSaveContext.natureAmbienceId = globalCtx->sequenceCtx.natureAmbienceId; - func_8002DF18(globalCtx, GET_PLAYER(globalCtx)); - AnimationContext_Update(globalCtx, &globalCtx->animationCtx); + Interface_SetSceneRestrictions(this); + Environment_PlaySceneSequence(this); + gSaveContext.seqId = this->sequenceCtx.seqId; + gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId; + func_8002DF18(this, GET_PLAYER(this)); + AnimationContext_Update(this, &this->animationCtx); gSaveContext.respawnFlag = 0; if (dREG(95) != 0) { @@ -417,14 +418,14 @@ void Gameplay_Init(GameState* thisx) { } } -void Gameplay_Update(GlobalContext* globalCtx) { +void Play_Update(GlobalContext* this) { s32 pad1; s32 sp80; Input* input; u32 i; s32 pad2; - input = globalCtx->state.input; + input = this->state.input; if ((SREG(1) < 0) || (DREG(0) != 0)) { SREG(1) = 0; @@ -449,13 +450,13 @@ void Gameplay_Update(GlobalContext* globalCtx) { ActorOverlayTable_LogPrint(); } - gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); - gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); - gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); + gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); + gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment); + gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); - if (FrameAdvance_Update(&globalCtx->frameAdvCtx, &input[1])) { - if ((globalCtx->transitionMode == TRANS_MODE_OFF) && (globalCtx->transitionTrigger != TRANS_TRIGGER_OFF)) { - globalCtx->transitionMode = TRANS_MODE_SETUP; + if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) { + if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) { + this->transitionMode = TRANS_MODE_SETUP; } if (gTrnsnUnkState != 0) { @@ -476,10 +477,10 @@ void Gameplay_Update(GlobalContext* globalCtx) { } } - if (globalCtx->transitionMode) { - switch (globalCtx->transitionMode) { + if (this->transitionMode) { + switch (this->transitionMode) { case TRANS_MODE_SETUP: - if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { + if (this->transitionTrigger != TRANS_TRIGGER_END) { s16 sceneSetupIndex = 0; Interface_ChangeAlpha(1); @@ -489,11 +490,10 @@ void Gameplay_Update(GlobalContext* globalCtx) { } // fade out bgm if "continue bgm" flag is not set - if (!(gEntranceTable[globalCtx->nextEntranceIndex + sceneSetupIndex].field & 0x8000)) { + if (!(gEntranceTable[this->nextEntranceIndex + sceneSetupIndex].field & 0x8000)) { // "Sound initalized. 111" osSyncPrintf("\n\n\nサウンドイニシャル来ました。111"); - if ((globalCtx->transitionType < TRANS_TYPE_MAX) && - !Environment_IsForcedSequenceDisabled()) { + if ((this->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) { // "Sound initalized. 222" osSyncPrintf("\n\n\nサウンドイニシャル来ました。222"); func_800F6964(0x14); @@ -504,29 +504,29 @@ void Gameplay_Update(GlobalContext* globalCtx) { } if (!R_TRANS_DBG_ENABLED) { - Gameplay_SetupTransition(globalCtx, globalCtx->transitionType); + Play_SetupTransition(this, this->transitionType); } else { - Gameplay_SetupTransition(globalCtx, R_TRANS_DBG_TYPE); + Play_SetupTransition(this, R_TRANS_DBG_TYPE); } - if (globalCtx->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) { + if (this->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) { // non-instance modes break out of this switch break; } // fallthrough case TRANS_MODE_INSTANCE_INIT: - globalCtx->transitionCtx.init(&globalCtx->transitionCtx.instanceData); + this->transitionCtx.init(&this->transitionCtx.instanceData); // circle types - if ((globalCtx->transitionCtx.transitionType >> 5) == 1) { - globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, - globalCtx->transitionCtx.transitionType | TC_SET_PARAMS); + if ((this->transitionCtx.transitionType >> 5) == 1) { + this->transitionCtx.setType(&this->transitionCtx.instanceData, + this->transitionCtx.transitionType | TC_SET_PARAMS); } gSaveContext.transWipeSpeed = 14; - if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) { + if ((this->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) || + (this->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) { //! @bug TRANS_TYPE_FILL_WHITE2 will never reach this code. //! It is a non-instance type transition which doesn't run this case. gSaveContext.transWipeSpeed = 28; @@ -534,92 +534,88 @@ void Gameplay_Update(GlobalContext* globalCtx) { gSaveContext.transFadeDuration = 60; - if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) { + if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) { gSaveContext.transFadeDuration = 20; - } else if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) { + } else if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) { gSaveContext.transFadeDuration = 150; - } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) { + } else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) { gSaveContext.transFadeDuration = 2; } - if ((globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) || - (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) { - globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, - RGBA8(160, 160, 160, 255)); - if (globalCtx->transitionCtx.setUnkColor != NULL) { - globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, - RGBA8(160, 160, 160, 255)); + if ((this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) || + (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) { + this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(160, 160, 160, 255)); + if (this->transitionCtx.setUnkColor != NULL) { + this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, + RGBA8(160, 160, 160, 255)); } - } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) { - globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, - RGBA8(140, 140, 100, 255)); + } else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) { + this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(140, 140, 100, 255)); - if (globalCtx->transitionCtx.setUnkColor != NULL) { - globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, - RGBA8(140, 140, 100, 255)); + if (this->transitionCtx.setUnkColor != NULL) { + this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, + RGBA8(140, 140, 100, 255)); } - } else if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) { - globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, - RGBA8(70, 100, 110, 255)); + } else if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) { + this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(70, 100, 110, 255)); - if (globalCtx->transitionCtx.setUnkColor != NULL) { - globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, - RGBA8(70, 100, 110, 255)); + if (this->transitionCtx.setUnkColor != NULL) { + this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, + RGBA8(70, 100, 110, 255)); } } else { - globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.instanceData, RGBA8(0, 0, 0, 0)); + this->transitionCtx.setColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0)); - if (globalCtx->transitionCtx.setUnkColor != NULL) { - globalCtx->transitionCtx.setUnkColor(&globalCtx->transitionCtx.instanceData, - RGBA8(0, 0, 0, 0)); + if (this->transitionCtx.setUnkColor != NULL) { + this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, RGBA8(0, 0, 0, 0)); } } - if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { - globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, 1); + if (this->transitionTrigger == TRANS_TRIGGER_END) { + this->transitionCtx.setType(&this->transitionCtx.instanceData, 1); } else { - globalCtx->transitionCtx.setType(&globalCtx->transitionCtx.instanceData, 2); + this->transitionCtx.setType(&this->transitionCtx.instanceData, 2); } - globalCtx->transitionCtx.start(&globalCtx->transitionCtx.instanceData); + this->transitionCtx.start(&this->transitionCtx.instanceData); - if (globalCtx->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) { - globalCtx->transitionMode = TRANS_MODE_INSTANCE_WAIT; + if (this->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) { + this->transitionMode = TRANS_MODE_INSTANCE_WAIT; } else { - globalCtx->transitionMode = TRANS_MODE_INSTANCE_RUNNING; + this->transitionMode = TRANS_MODE_INSTANCE_RUNNING; } break; case TRANS_MODE_INSTANCE_RUNNING: - if (globalCtx->transitionCtx.isDone(&globalCtx->transitionCtx.instanceData)) { - if (globalCtx->transitionCtx.transitionType >= TRANS_TYPE_MAX) { - if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { - globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); - func_800BC88C(globalCtx); - globalCtx->transitionMode = TRANS_MODE_OFF; + if (this->transitionCtx.isDone(&this->transitionCtx.instanceData)) { + if (this->transitionCtx.transitionType >= TRANS_TYPE_MAX) { + if (this->transitionTrigger == TRANS_TRIGGER_END) { + this->transitionCtx.destroy(&this->transitionCtx.instanceData); + func_800BC88C(this); + this->transitionMode = TRANS_MODE_OFF; } - } else if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { - globalCtx->state.running = false; + } else if (this->transitionTrigger != TRANS_TRIGGER_END) { + this->state.running = false; if (gSaveContext.gameMode != 2) { - SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); - gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; + SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext); + gSaveContext.entranceIndex = this->nextEntranceIndex; if (gSaveContext.minigameState == 1) { gSaveContext.minigameState = 3; } } else { - SET_NEXT_GAMESTATE(&globalCtx->state, FileChoose_Init, FileChooseContext); + SET_NEXT_GAMESTATE(&this->state, FileChoose_Init, FileChooseContext); } } else { - globalCtx->transitionCtx.destroy(&globalCtx->transitionCtx.instanceData); - func_800BC88C(globalCtx); - globalCtx->transitionMode = TRANS_MODE_OFF; + this->transitionCtx.destroy(&this->transitionCtx.instanceData); + func_800BC88C(this); + this->transitionMode = TRANS_MODE_OFF; if (gTrnsnUnkState == 3) { TransitionUnk_Destroy(&sTrnsnUnk); @@ -628,54 +624,54 @@ void Gameplay_Update(GlobalContext* globalCtx) { } } - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionTrigger = TRANS_TRIGGER_OFF; } else { - globalCtx->transitionCtx.update(&globalCtx->transitionCtx.instanceData, R_UPDATE_RATE); + this->transitionCtx.update(&this->transitionCtx.instanceData, R_UPDATE_RATE); } break; } // update non-instance transitions - switch (globalCtx->transitionMode) { + switch (this->transitionMode) { case TRANS_MODE_FILL_WHITE_INIT: sTransitionFillTimer = 0; - globalCtx->envCtx.fillScreen = true; - globalCtx->envCtx.screenFillColor[0] = 160; - globalCtx->envCtx.screenFillColor[1] = 160; - globalCtx->envCtx.screenFillColor[2] = 160; - - if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { - globalCtx->envCtx.screenFillColor[3] = 0; - globalCtx->transitionMode = TRANS_MODE_FILL_IN; + this->envCtx.fillScreen = true; + this->envCtx.screenFillColor[0] = 160; + this->envCtx.screenFillColor[1] = 160; + this->envCtx.screenFillColor[2] = 160; + + if (this->transitionTrigger != TRANS_TRIGGER_END) { + this->envCtx.screenFillColor[3] = 0; + this->transitionMode = TRANS_MODE_FILL_IN; } else { - globalCtx->envCtx.screenFillColor[3] = 255; - globalCtx->transitionMode = TRANS_MODE_FILL_OUT; + this->envCtx.screenFillColor[3] = 255; + this->transitionMode = TRANS_MODE_FILL_OUT; } break; case TRANS_MODE_FILL_IN: - globalCtx->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f; + this->envCtx.screenFillColor[3] = (sTransitionFillTimer / 20.0f) * 255.0f; if (sTransitionFillTimer >= 20) { - globalCtx->state.running = false; - SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); - gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + this->state.running = false; + SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext); + gSaveContext.entranceIndex = this->nextEntranceIndex; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } else { sTransitionFillTimer++; } break; case TRANS_MODE_FILL_OUT: - globalCtx->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f; + this->envCtx.screenFillColor[3] = (1 - sTransitionFillTimer / 20.0f) * 255.0f; if (sTransitionFillTimer >= 20) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; - globalCtx->envCtx.fillScreen = false; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; + this->envCtx.fillScreen = false; } else { sTransitionFillTimer++; } @@ -683,51 +679,51 @@ void Gameplay_Update(GlobalContext* globalCtx) { case TRANS_MODE_FILL_BROWN_INIT: sTransitionFillTimer = 0; - globalCtx->envCtx.fillScreen = true; - globalCtx->envCtx.screenFillColor[0] = 170; - globalCtx->envCtx.screenFillColor[1] = 160; - globalCtx->envCtx.screenFillColor[2] = 150; - - if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { - globalCtx->envCtx.screenFillColor[3] = 0; - globalCtx->transitionMode = TRANS_MODE_FILL_IN; + this->envCtx.fillScreen = true; + this->envCtx.screenFillColor[0] = 170; + this->envCtx.screenFillColor[1] = 160; + this->envCtx.screenFillColor[2] = 150; + + if (this->transitionTrigger != TRANS_TRIGGER_END) { + this->envCtx.screenFillColor[3] = 0; + this->transitionMode = TRANS_MODE_FILL_IN; } else { - globalCtx->envCtx.screenFillColor[3] = 255; - globalCtx->transitionMode = TRANS_MODE_FILL_OUT; + this->envCtx.screenFillColor[3] = 255; + this->transitionMode = TRANS_MODE_FILL_OUT; } break; case TRANS_MODE_INSTANT: - if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { - globalCtx->state.running = false; - SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); - gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + if (this->transitionTrigger != TRANS_TRIGGER_END) { + this->state.running = false; + SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext); + gSaveContext.entranceIndex = this->nextEntranceIndex; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } else { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } break; case TRANS_MODE_INSTANCE_WAIT: if (gSaveContext.cutsceneTransitionControl != 0) { - globalCtx->transitionMode = TRANS_MODE_INSTANCE_RUNNING; + this->transitionMode = TRANS_MODE_INSTANCE_RUNNING; } break; case TRANS_MODE_SANDSTORM_INIT: - if (globalCtx->transitionTrigger != TRANS_TRIGGER_END) { + if (this->transitionTrigger != TRANS_TRIGGER_END) { // trigger in, leaving area - globalCtx->envCtx.sandstormState = SANDSTORM_FILL; - globalCtx->transitionMode = TRANS_MODE_SANDSTORM; + this->envCtx.sandstormState = SANDSTORM_FILL; + this->transitionMode = TRANS_MODE_SANDSTORM; } else { - globalCtx->envCtx.sandstormState = SANDSTORM_UNFILL; - globalCtx->envCtx.sandstormPrimA = 255; - globalCtx->envCtx.sandstormEnvA = 255; - globalCtx->transitionMode = TRANS_MODE_SANDSTORM; + this->envCtx.sandstormState = SANDSTORM_UNFILL; + this->envCtx.sandstormPrimA = 255; + this->envCtx.sandstormEnvA = 255; + this->transitionMode = TRANS_MODE_SANDSTORM; } break; @@ -736,34 +732,34 @@ void Gameplay_Update(GlobalContext* globalCtx) { &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { - if (globalCtx->envCtx.sandstormPrimA < 110) { + if (this->transitionTrigger == TRANS_TRIGGER_END) { + if (this->envCtx.sandstormPrimA < 110) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } } else { - if (globalCtx->envCtx.sandstormEnvA == 255) { - globalCtx->state.running = false; - SET_NEXT_GAMESTATE(&globalCtx->state, Gameplay_Init, GlobalContext); - gSaveContext.entranceIndex = globalCtx->nextEntranceIndex; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + if (this->envCtx.sandstormEnvA == 255) { + this->state.running = false; + SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext); + gSaveContext.entranceIndex = this->nextEntranceIndex; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } } break; case TRANS_MODE_SANDSTORM_END_INIT: - if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { - globalCtx->envCtx.sandstormState = SANDSTORM_DISSIPATE; - globalCtx->envCtx.sandstormPrimA = 255; - globalCtx->envCtx.sandstormEnvA = 255; + if (this->transitionTrigger == TRANS_TRIGGER_END) { + this->envCtx.sandstormState = SANDSTORM_DISSIPATE; + this->envCtx.sandstormPrimA = 255; + this->envCtx.sandstormEnvA = 255; // "It's here!!!!!!!!!" LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!", "../z_play.c", 3471); - globalCtx->transitionMode = TRANS_MODE_SANDSTORM_END; + this->transitionMode = TRANS_MODE_SANDSTORM_END; } else { - globalCtx->transitionMode = TRANS_MODE_SANDSTORM_INIT; + this->transitionMode = TRANS_MODE_SANDSTORM_INIT; } break; @@ -771,34 +767,34 @@ void Gameplay_Update(GlobalContext* globalCtx) { Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - if (globalCtx->transitionTrigger == TRANS_TRIGGER_END) { - if (globalCtx->envCtx.sandstormPrimA <= 0) { + if (this->transitionTrigger == TRANS_TRIGGER_END) { + if (this->envCtx.sandstormPrimA <= 0) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } } break; case TRANS_MODE_CS_BLACK_FILL_INIT: sTransitionFillTimer = 0; - globalCtx->envCtx.fillScreen = true; - globalCtx->envCtx.screenFillColor[0] = 0; - globalCtx->envCtx.screenFillColor[1] = 0; - globalCtx->envCtx.screenFillColor[2] = 0; - globalCtx->envCtx.screenFillColor[3] = 255; - globalCtx->transitionMode = TRANS_MODE_CS_BLACK_FILL; + this->envCtx.fillScreen = true; + this->envCtx.screenFillColor[0] = 0; + this->envCtx.screenFillColor[1] = 0; + this->envCtx.screenFillColor[2] = 0; + this->envCtx.screenFillColor[3] = 255; + this->transitionMode = TRANS_MODE_CS_BLACK_FILL; break; case TRANS_MODE_CS_BLACK_FILL: if (gSaveContext.cutsceneTransitionControl != 0) { - globalCtx->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl; + this->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl; if (gSaveContext.cutsceneTransitionControl <= 100) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; - globalCtx->transitionTrigger = TRANS_TRIGGER_OFF; - globalCtx->transitionMode = TRANS_MODE_OFF; + this->transitionTrigger = TRANS_TRIGGER_OFF; + this->transitionMode = TRANS_MODE_OFF; } } break; @@ -814,28 +810,28 @@ void Gameplay_Update(GlobalContext* globalCtx) { LOG_NUM("1", 1, "../z_play.c", 3542); } - if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == MSGMODE_NONE) && - (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE)) { - KaleidoSetup_Update(globalCtx); + if ((gSaveContext.gameMode == 0) && (this->msgCtx.msgMode == MSGMODE_NONE) && + (this->gameOverCtx.state == GAMEOVER_INACTIVE)) { + KaleidoSetup_Update(this); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3551); } - sp80 = (globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0); + sp80 = (this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3555); } - AnimationContext_Reset(&globalCtx->animationCtx); + AnimationContext_Reset(&this->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3561); } - Object_UpdateBank(&globalCtx->objectCtx); + Object_UpdateBank(&this->objectCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3577); @@ -846,83 +842,82 @@ void Gameplay_Update(GlobalContext* globalCtx) { LOG_NUM("1", 1, "../z_play.c", 3580); } - globalCtx->gameplayFrames++; + this->gameplayFrames++; func_800AA178(1); - if (globalCtx->actorCtx.freezeFlashTimer && (globalCtx->actorCtx.freezeFlashTimer-- < 5)) { - osSyncPrintf("FINISH=%d\n", globalCtx->actorCtx.freezeFlashTimer); - if ((globalCtx->actorCtx.freezeFlashTimer > 0) && - ((globalCtx->actorCtx.freezeFlashTimer % 2) != 0)) { - globalCtx->envCtx.fillScreen = true; - globalCtx->envCtx.screenFillColor[0] = globalCtx->envCtx.screenFillColor[1] = - globalCtx->envCtx.screenFillColor[2] = 150; - globalCtx->envCtx.screenFillColor[3] = 80; + if (this->actorCtx.freezeFlashTimer && (this->actorCtx.freezeFlashTimer-- < 5)) { + osSyncPrintf("FINISH=%d\n", this->actorCtx.freezeFlashTimer); + if ((this->actorCtx.freezeFlashTimer > 0) && ((this->actorCtx.freezeFlashTimer % 2) != 0)) { + this->envCtx.fillScreen = true; + this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] = + this->envCtx.screenFillColor[2] = 150; + this->envCtx.screenFillColor[3] = 80; } else { - globalCtx->envCtx.fillScreen = false; + this->envCtx.fillScreen = false; } } else { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3606); } - func_800973FC(globalCtx, &globalCtx->roomCtx); + func_800973FC(this, &this->roomCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3612); } - CollisionCheck_AT(globalCtx, &globalCtx->colChkCtx); + CollisionCheck_AT(this, &this->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3618); } - CollisionCheck_OC(globalCtx, &globalCtx->colChkCtx); + CollisionCheck_OC(this, &this->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3624); } - CollisionCheck_Damage(globalCtx, &globalCtx->colChkCtx); + CollisionCheck_Damage(this, &this->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3631); } - CollisionCheck_ClearContext(globalCtx, &globalCtx->colChkCtx); + CollisionCheck_ClearContext(this, &this->colChkCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3637); } - if (!globalCtx->unk_11DE9) { - Actor_UpdateAll(globalCtx, &globalCtx->actorCtx); + if (!this->unk_11DE9) { + Actor_UpdateAll(this, &this->actorCtx); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3643); } - func_80064558(globalCtx, &globalCtx->csCtx); + func_80064558(this, &this->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3648); } - func_800645A0(globalCtx, &globalCtx->csCtx); + func_800645A0(this, &this->csCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3651); } - Effect_UpdateAll(globalCtx); + Effect_UpdateAll(this); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3657); } - EffectSs_UpdateAll(globalCtx); + EffectSs_UpdateAll(this); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3662); @@ -936,64 +931,64 @@ void Gameplay_Update(GlobalContext* globalCtx) { LOG_NUM("1", 1, "../z_play.c", 3672); } - func_80095AA0(globalCtx, &globalCtx->roomCtx.curRoom, &input[1], 0); + func_80095AA0(this, &this->roomCtx.curRoom, &input[1], 0); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3675); } - func_80095AA0(globalCtx, &globalCtx->roomCtx.prevRoom, &input[1], 1); + func_80095AA0(this, &this->roomCtx.prevRoom, &input[1], 1); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3677); } - if (globalCtx->unk_1242B != 0) { + if (this->unk_1242B != 0) { if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) { - if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { + if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) { // "Changing viewpoint is prohibited due to the kaleidoscope" osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST); - } else if (Player_InCsMode(globalCtx)) { + } else if (Player_InCsMode(this)) { // "Changing viewpoint is prohibited during the cutscene" osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST); } else if (YREG(15) == 0x10) { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } else { - func_800BC490(globalCtx, globalCtx->unk_1242B ^ 3); + func_800BC490(this, this->unk_1242B ^ 3); } } - func_800BC450(globalCtx); + func_800BC450(this); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3708); } - SkyboxDraw_Update(&globalCtx->skyboxCtx); + SkyboxDraw_Update(&this->skyboxCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3716); } - if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { + if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3721); } - KaleidoScopeCall_Update(globalCtx); - } else if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { + KaleidoScopeCall_Update(this); + } else if (this->gameOverCtx.state != GAMEOVER_INACTIVE) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3727); } - GameOver_Update(globalCtx); + GameOver_Update(this); } else { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3733); } - Message_Update(globalCtx); + Message_Update(this); } if (1 && HREG(63)) { @@ -1004,19 +999,19 @@ void Gameplay_Update(GlobalContext* globalCtx) { LOG_NUM("1", 1, "../z_play.c", 3742); } - Interface_Update(globalCtx); + Interface_Update(this); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3765); } - AnimationContext_Update(globalCtx, &globalCtx->animationCtx); + AnimationContext_Update(this, &this->animationCtx); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3771); } - SoundSource_UpdateAll(globalCtx); + SoundSource_UpdateAll(this); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3777); @@ -1028,7 +1023,7 @@ void Gameplay_Update(GlobalContext* globalCtx) { LOG_NUM("1", 1, "../z_play.c", 3783); } - TransitionFade_Update(&globalCtx->transitionFade, R_UPDATE_RATE); + TransitionFade_Update(&this->transitionFade, R_UPDATE_RATE); } else { goto skip; } @@ -1047,23 +1042,23 @@ skip: s32 pad3[5]; s32 i; - globalCtx->nextCamId = globalCtx->activeCamId; + this->nextCamId = this->activeCamId; if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3806); } for (i = 0; i < NUM_CAMS; i++) { - if ((i != globalCtx->nextCamId) && (globalCtx->cameraPtrs[i] != NULL)) { + if ((i != this->nextCamId) && (this->cameraPtrs[i] != NULL)) { if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3809); } - Camera_Update(globalCtx->cameraPtrs[i]); + Camera_Update(this->cameraPtrs[i]); } } - Camera_Update(globalCtx->cameraPtrs[globalCtx->nextCamId]); + Camera_Update(this->cameraPtrs[this->nextCamId]); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 3814); @@ -1074,78 +1069,77 @@ skip: LOG_NUM("1", 1, "../z_play.c", 3816); } - Environment_Update(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx, - &globalCtx->gameOverCtx, globalCtx->state.gfxCtx); + Environment_Update(this, &this->envCtx, &this->lightCtx, &this->pauseCtx, &this->msgCtx, &this->gameOverCtx, + this->state.gfxCtx); } -void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) { - if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.debugState != 0)) { - KaleidoScopeCall_Draw(globalCtx); +void Play_DrawOverlayElements(GlobalContext* this) { + if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) { + KaleidoScopeCall_Draw(this); } if (gSaveContext.gameMode == 0) { - Interface_Draw(globalCtx); + Interface_Draw(this); } - Message_Draw(globalCtx); + Message_Draw(this); - if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) { - GameOver_FadeInLights(globalCtx); + if (this->gameOverCtx.state != GAMEOVER_INACTIVE) { + GameOver_FadeInLights(this); } } -void Gameplay_Draw(GlobalContext* globalCtx) { - GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; +void Play_Draw(GlobalContext* this) { + GraphicsContext* gfxCtx = this->state.gfxCtx; Lights* sp228; Vec3f sp21C; OPEN_DISPS(gfxCtx, "../z_play.c", 3907); - gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); - gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); - gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); + gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); + gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment); + gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); gSPSegment(POLY_OPA_DISP++, 0x00, NULL); gSPSegment(POLY_XLU_DISP++, 0x00, NULL); gSPSegment(OVERLAY_DISP++, 0x00, NULL); - gSPSegment(POLY_OPA_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); - gSPSegment(POLY_XLU_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); - gSPSegment(OVERLAY_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment); + gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); + gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); + gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); - gSPSegment(POLY_OPA_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); - gSPSegment(POLY_XLU_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); - gSPSegment(OVERLAY_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment); + gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment); + gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment); + gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment); - gSPSegment(POLY_OPA_DISP++, 0x02, globalCtx->sceneSegment); - gSPSegment(POLY_XLU_DISP++, 0x02, globalCtx->sceneSegment); - gSPSegment(OVERLAY_DISP++, 0x02, globalCtx->sceneSegment); + gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment); + gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment); + gSPSegment(OVERLAY_DISP++, 0x02, this->sceneSegment); func_80095248(gfxCtx, 0, 0, 0); if ((HREG(80) != 10) || (HREG(82) != 0)) { - POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP); - POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP); + POLY_OPA_DISP = Play_SetFog(this, POLY_OPA_DISP); + POLY_XLU_DISP = Play_SetFog(this, POLY_XLU_DISP); - View_SetPerspective(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.fogFar); - View_Apply(&globalCtx->view, VIEW_ALL); + View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, this->lightCtx.fogFar); + View_Apply(&this->view, VIEW_ALL); // The billboard matrix temporarily stores the viewing matrix - Matrix_MtxToMtxF(&globalCtx->view.viewing, &globalCtx->billboardMtxF); - Matrix_MtxToMtxF(&globalCtx->view.projection, &globalCtx->viewProjectionMtxF); - Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); + Matrix_MtxToMtxF(&this->view.viewing, &this->billboardMtxF); + Matrix_MtxToMtxF(&this->view.projection, &this->viewProjectionMtxF); + Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW); // The billboard is still a viewing matrix at this stage - Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY); - Matrix_Get(&globalCtx->viewProjectionMtxF); - globalCtx->billboardMtxF.mf[0][3] = globalCtx->billboardMtxF.mf[1][3] = globalCtx->billboardMtxF.mf[2][3] = - globalCtx->billboardMtxF.mf[3][0] = globalCtx->billboardMtxF.mf[3][1] = globalCtx->billboardMtxF.mf[3][2] = - 0.0f; + Matrix_Mult(&this->billboardMtxF, MTXMODE_APPLY); + Matrix_Get(&this->viewProjectionMtxF); + this->billboardMtxF.mf[0][3] = this->billboardMtxF.mf[1][3] = this->billboardMtxF.mf[2][3] = + this->billboardMtxF.mf[3][0] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][2] = 0.0f; // This transpose is where the viewing matrix is properly converted into a billboard matrix - Matrix_Transpose(&globalCtx->billboardMtxF); - globalCtx->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&globalCtx->billboardMtxF, "../z_play.c", 4005), - Graph_Alloc(gfxCtx, sizeof(Mtx))); + Matrix_Transpose(&this->billboardMtxF); + this->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&this->billboardMtxF, "../z_play.c", 4005), + Graph_Alloc(gfxCtx, sizeof(Mtx))); - gSPSegment(POLY_OPA_DISP++, 0x01, globalCtx->billboardMtx); + gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx); if ((HREG(80) != 10) || (HREG(92) != 0)) { Gfx* gfxP; @@ -1154,9 +1148,8 @@ void Gameplay_Draw(GlobalContext* globalCtx) { gfxP = Graph_GfxPlusOne(sp1CC); gSPDisplayList(OVERLAY_DISP++, gfxP); - if ((globalCtx->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || - (globalCtx->transitionMode == TRANS_MODE_INSTANCE_WAIT) || - (globalCtx->transitionCtx.transitionType >= 56)) { + if ((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || + (this->transitionMode == TRANS_MODE_INSTANCE_WAIT) || (this->transitionCtx.transitionType >= 56)) { View view; View_Init(&view, gfxCtx); @@ -1165,10 +1158,10 @@ void Gameplay_Draw(GlobalContext* globalCtx) { SET_FULLSCREEN_VIEWPORT(&view); View_ApplyTo(&view, VIEW_ALL, &gfxP); - globalCtx->transitionCtx.draw(&globalCtx->transitionCtx.instanceData, &gfxP); + this->transitionCtx.draw(&this->transitionCtx.instanceData, &gfxP); } - TransitionFade_Draw(&globalCtx->transitionFade, &gfxP); + TransitionFade_Draw(&this->transitionFade, &gfxP); if (D_801614B0.a > 0) { D_80161498.primColor.rgba = D_801614B0.rgba; @@ -1185,14 +1178,13 @@ void Gameplay_Draw(GlobalContext* globalCtx) { TransitionUnk_Draw(&sTrnsnUnk, &sp88); POLY_OPA_DISP = sp88; - goto Gameplay_Draw_DrawOverlayElements; + goto Play_Draw_DrawOverlayElements; } else { - PreRender_SetValues(&globalCtx->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, - gZBuffer); + PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer, gZBuffer); if (R_PAUSE_MENU_MODE == 2) { MsgEvent_SendNullTask(); - PreRender_Calc(&globalCtx->pauseBgPreRender); + PreRender_Calc(&this->pauseBgPreRender); R_PAUSE_MENU_MODE = 3; } else if (R_PAUSE_MENU_MODE >= 4) { R_PAUSE_MENU_MODE = 0; @@ -1201,46 +1193,43 @@ void Gameplay_Draw(GlobalContext* globalCtx) { if (R_PAUSE_MENU_MODE == 3) { Gfx* sp84 = POLY_OPA_DISP; - func_800C24BC(&globalCtx->pauseBgPreRender, &sp84); + func_800C24BC(&this->pauseBgPreRender, &sp84); POLY_OPA_DISP = sp84; - goto Gameplay_Draw_DrawOverlayElements; + goto Play_Draw_DrawOverlayElements; } else { s32 sp80; if ((HREG(80) != 10) || (HREG(83) != 0)) { - if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && - !globalCtx->envCtx.skyboxDisabled) { - if ((globalCtx->skyboxId == SKYBOX_NORMAL_SKY) || - (globalCtx->skyboxId == SKYBOX_CUTSCENE_MAP)) { - Environment_UpdateSkybox(globalCtx->skyboxId, &globalCtx->envCtx, &globalCtx->skyboxCtx); - SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, - globalCtx->envCtx.skyboxBlend, globalCtx->view.eye.x, globalCtx->view.eye.y, - globalCtx->view.eye.z); - } else if (globalCtx->skyboxCtx.unk_140 == 0) { - SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, - globalCtx->view.eye.x, globalCtx->view.eye.y, globalCtx->view.eye.z); + if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) { + if ((this->skyboxId == SKYBOX_NORMAL_SKY) || (this->skyboxId == SKYBOX_CUTSCENE_MAP)) { + Environment_UpdateSkybox(this->skyboxId, &this->envCtx, &this->skyboxCtx); + SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, this->envCtx.skyboxBlend, + this->view.eye.x, this->view.eye.y, this->view.eye.z); + } else if (this->skyboxCtx.unk_140 == 0) { + SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x, + this->view.eye.y, this->view.eye.z); } } } if ((HREG(80) != 10) || (HREG(90) & 2)) { - if (!globalCtx->envCtx.sunMoonDisabled) { - Environment_DrawSunAndMoon(globalCtx); + if (!this->envCtx.sunMoonDisabled) { + Environment_DrawSunAndMoon(this); } } if ((HREG(80) != 10) || (HREG(90) & 1)) { - Environment_DrawSkyboxFilters(globalCtx); + Environment_DrawSkyboxFilters(this); } if ((HREG(80) != 10) || (HREG(90) & 4)) { - Environment_UpdateLightningStrike(globalCtx); - Environment_DrawLightning(globalCtx, 0); + Environment_UpdateLightningStrike(this); + Environment_DrawLightning(this, 0); } if ((HREG(80) != 10) || (HREG(90) & 8)) { - sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx); - Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL); + sp228 = LightContext_NewLights(&this->lightCtx, gfxCtx); + Lights_BindAll(sp228, this->lightCtx.listHead, NULL); Lights_Draw(sp228, gfxCtx); } @@ -1251,44 +1240,42 @@ void Gameplay_Draw(GlobalContext* globalCtx) { } else { sp80 = HREG(84); } - Scene_Draw(globalCtx); - Room_Draw(globalCtx, &globalCtx->roomCtx.curRoom, sp80 & 3); - Room_Draw(globalCtx, &globalCtx->roomCtx.prevRoom, sp80 & 3); + Scene_Draw(this); + Room_Draw(this, &this->roomCtx.curRoom, sp80 & 3); + Room_Draw(this, &this->roomCtx.prevRoom, sp80 & 3); } } if ((HREG(80) != 10) || (HREG(83) != 0)) { - if ((globalCtx->skyboxCtx.unk_140 != 0) && - (GET_ACTIVE_CAM(globalCtx)->setting != CAM_SET_PREREND_FIXED)) { + if ((this->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) { Vec3f sp74; - Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(globalCtx)); - SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0, - globalCtx->view.eye.x + sp74.x, globalCtx->view.eye.y + sp74.y, - globalCtx->view.eye.z + sp74.z); + Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(this)); + SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + sp74.x, + this->view.eye.y + sp74.y, this->view.eye.z + sp74.z); } } - if (globalCtx->envCtx.unk_EE[1] != 0) { - Environment_DrawRain(globalCtx, &globalCtx->view, gfxCtx); + if (this->envCtx.unk_EE[1] != 0) { + Environment_DrawRain(this, &this->view, gfxCtx); } if ((HREG(80) != 10) || (HREG(84) != 0)) { - Environment_FillScreen(gfxCtx, 0, 0, 0, globalCtx->unk_11E18, FILL_SCREEN_OPA); + Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_11E18, FILL_SCREEN_OPA); } if ((HREG(80) != 10) || (HREG(85) != 0)) { - func_800315AC(globalCtx, &globalCtx->actorCtx); + func_800315AC(this, &this->actorCtx); } if ((HREG(80) != 10) || (HREG(86) != 0)) { - if (!globalCtx->envCtx.sunMoonDisabled) { - sp21C.x = globalCtx->view.eye.x + globalCtx->envCtx.sunPos.x; - sp21C.y = globalCtx->view.eye.y + globalCtx->envCtx.sunPos.y; - sp21C.z = globalCtx->view.eye.z + globalCtx->envCtx.sunPos.z; - Environment_DrawSunLensFlare(globalCtx, &globalCtx->envCtx, &globalCtx->view, gfxCtx, sp21C, 0); + if (!this->envCtx.sunMoonDisabled) { + sp21C.x = this->view.eye.x + this->envCtx.sunPos.x; + sp21C.y = this->view.eye.y + this->envCtx.sunPos.y; + sp21C.z = this->view.eye.z + this->envCtx.sunPos.z; + Environment_DrawSunLensFlare(this, &this->envCtx, &this->view, gfxCtx, sp21C, 0); } - Environment_DrawCustomLensFlare(globalCtx); + Environment_DrawCustomLensFlare(this); } if ((HREG(80) != 10) || (HREG(87) != 0)) { @@ -1297,12 +1284,11 @@ void Gameplay_Draw(GlobalContext* globalCtx) { FILL_SCREEN_OPA | FILL_SCREEN_XLU); } - switch (globalCtx->envCtx.fillScreen) { + switch (this->envCtx.fillScreen) { case 1: - Environment_FillScreen( - gfxCtx, globalCtx->envCtx.screenFillColor[0], globalCtx->envCtx.screenFillColor[1], - globalCtx->envCtx.screenFillColor[2], globalCtx->envCtx.screenFillColor[3], - FILL_SCREEN_OPA | FILL_SCREEN_XLU); + Environment_FillScreen(gfxCtx, this->envCtx.screenFillColor[0], + this->envCtx.screenFillColor[1], this->envCtx.screenFillColor[2], + this->envCtx.screenFillColor[3], FILL_SCREEN_OPA | FILL_SCREEN_XLU); break; default: break; @@ -1310,60 +1296,59 @@ void Gameplay_Draw(GlobalContext* globalCtx) { } if ((HREG(80) != 10) || (HREG(88) != 0)) { - if (globalCtx->envCtx.sandstormState != SANDSTORM_OFF) { - Environment_DrawSandstorm(globalCtx, globalCtx->envCtx.sandstormState); + if (this->envCtx.sandstormState != SANDSTORM_OFF) { + Environment_DrawSandstorm(this, this->envCtx.sandstormState); } } if ((HREG(80) != 10) || (HREG(93) != 0)) { - DebugDisplay_DrawObjects(globalCtx); + DebugDisplay_DrawObjects(this); } if ((R_PAUSE_MENU_MODE == 1) || (gTrnsnUnkState == 1)) { Gfx* sp70 = OVERLAY_DISP; - globalCtx->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer; - globalCtx->pauseBgPreRender.fbufSave = (u16*)gZBuffer; - func_800C1F20(&globalCtx->pauseBgPreRender, &sp70); + this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer; + this->pauseBgPreRender.fbufSave = (u16*)gZBuffer; + func_800C1F20(&this->pauseBgPreRender, &sp70); if (R_PAUSE_MENU_MODE == 1) { - globalCtx->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer; - func_800C20B4(&globalCtx->pauseBgPreRender, &sp70); + this->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer; + func_800C20B4(&this->pauseBgPreRender, &sp70); R_PAUSE_MENU_MODE = 2; } else { gTrnsnUnkState = 2; } OVERLAY_DISP = sp70; - globalCtx->unk_121C7 = 2; + this->unk_121C7 = 2; SREG(33) |= 1; } else { - Gameplay_Draw_DrawOverlayElements: + Play_Draw_DrawOverlayElements: if ((HREG(80) != 10) || (HREG(89) != 0)) { - Gameplay_DrawOverlayElements(globalCtx); + Play_DrawOverlayElements(this); } } } } } - if (globalCtx->view.unk_124 != 0) { - Camera_Update(GET_ACTIVE_CAM(globalCtx)); - View_UpdateViewingMatrix(&globalCtx->view); - globalCtx->view.unk_124 = 0; - if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) { - SkyboxDraw_UpdateMatrix(&globalCtx->skyboxCtx, globalCtx->view.eye.x, globalCtx->view.eye.y, - globalCtx->view.eye.z); + if (this->view.unk_124 != 0) { + Camera_Update(GET_ACTIVE_CAM(this)); + View_UpdateViewingMatrix(&this->view); + this->view.unk_124 = 0; + if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) { + SkyboxDraw_UpdateMatrix(&this->skyboxCtx, this->view.eye.x, this->view.eye.y, this->view.eye.z); } } - Camera_Finish(GET_ACTIVE_CAM(globalCtx)); + Camera_Finish(GET_ACTIVE_CAM(this)); CLOSE_DISPS(gfxCtx, "../z_play.c", 4508); } -void Gameplay_Main(GameState* thisx) { - GlobalContext* globalCtx = (GlobalContext*)thisx; +void Play_Main(GameState* thisx) { + GlobalContext* this = (GlobalContext*)thisx; - D_8012D1F8 = &globalCtx->state.input[0]; + D_8012D1F8 = &this->state.input[0]; DebugDisplay_Init(); @@ -1389,14 +1374,14 @@ void Gameplay_Main(GameState* thisx) { } if ((HREG(80) != 10) || (HREG(81) != 0)) { - Gameplay_Update(globalCtx); + Play_Update(this); } if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 4583); } - Gameplay_Draw(globalCtx); + Play_Draw(this); if (1 && HREG(63)) { LOG_NUM("1", 1, "../z_play.c", 4587); @@ -1404,11 +1389,11 @@ void Gameplay_Main(GameState* thisx) { } // original name: "Game_play_demo_mode_check" -s32 Gameplay_InCsMode(GlobalContext* globalCtx) { - return (globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx); +s32 Play_InCsMode(GlobalContext* this) { + return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this); } -f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) { +f32 func_800BFCB8(GlobalContext* this, MtxF* mf, Vec3f* vec) { CollisionPoly poly; f32 temp1; f32 temp2; @@ -1419,7 +1404,7 @@ f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) { f32 nz; s32 pad[5]; - floorY = BgCheck_AnyRaycastFloor1(&globalCtx->colCtx, &poly, vec); + floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec); if (floorY > BGCHECK_Y_MIN) { nx = COLPOLY_GET_NORMAL(poly.normal.x); @@ -1474,81 +1459,80 @@ f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) { return floorY; } -void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file) { +void* Play_LoadFile(GlobalContext* this, RomFile* file) { u32 size; void* allocp; size = file->vromEnd - file->vromStart; - allocp = GameState_Alloc(&globalCtx->state, size, "../z_play.c", 4692); + allocp = GameState_Alloc(&this->state, size, "../z_play.c", 4692); DmaMgr_SendRequest1(allocp, file->vromStart, size, "../z_play.c", 4694); return allocp; } -void Gameplay_InitEnvironment(GlobalContext* globalCtx, s16 skyboxId) { - Skybox_Init(&globalCtx->state, &globalCtx->skyboxCtx, skyboxId); - Environment_Init(globalCtx, &globalCtx->envCtx, 0); +void Play_InitEnvironment(GlobalContext* this, s16 skyboxId) { + Skybox_Init(&this->state, &this->skyboxCtx, skyboxId); + Environment_Init(this, &this->envCtx, 0); } -void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) { - globalCtx->curSpawn = spawn; - globalCtx->linkActorEntry = NULL; - globalCtx->unk_11DFC = NULL; - globalCtx->setupEntranceList = NULL; - globalCtx->setupExitList = NULL; - globalCtx->cUpElfMsgs = NULL; - globalCtx->setupPathList = NULL; - globalCtx->numSetupActors = 0; - Object_InitBank(globalCtx, &globalCtx->objectCtx); - LightContext_Init(globalCtx, &globalCtx->lightCtx); - TransitionActor_InitContext(&globalCtx->state, &globalCtx->transiActorCtx); - func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom); +void Play_InitScene(GlobalContext* this, s32 spawn) { + this->curSpawn = spawn; + this->linkActorEntry = NULL; + this->unk_11DFC = NULL; + this->setupEntranceList = NULL; + this->setupExitList = NULL; + this->cUpElfMsgs = NULL; + this->setupPathList = NULL; + this->numSetupActors = 0; + Object_InitBank(this, &this->objectCtx); + LightContext_Init(this, &this->lightCtx); + TransitionActor_InitContext(&this->state, &this->transiActorCtx); + func_80096FD4(this, &this->roomCtx.curRoom); YREG(15) = 0; gSaveContext.worldMapArea = 0; - Scene_ExecuteCommands(globalCtx, globalCtx->sceneSegment); - Gameplay_InitEnvironment(globalCtx, globalCtx->skyboxId); + Scene_ExecuteCommands(this, this->sceneSegment); + Play_InitEnvironment(this, this->skyboxId); } -void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) { +void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn) { SceneTableEntry* scene = &gSceneTable[sceneNum]; scene->unk_13 = 0; - globalCtx->loadedScene = scene; - globalCtx->sceneNum = sceneNum; - globalCtx->sceneConfig = scene->config; + this->loadedScene = scene; + this->sceneNum = sceneNum; + this->sceneConfig = scene->config; osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f); - globalCtx->sceneSegment = Gameplay_LoadFile(globalCtx, &scene->sceneFile); + this->sceneSegment = Play_LoadFile(this, &scene->sceneFile); scene->unk_13 = 0; - ASSERT(globalCtx->sceneSegment != NULL, "this->sceneSegment != NULL", "../z_play.c", 4960); + ASSERT(this->sceneSegment != NULL, "this->sceneSegment != NULL", "../z_play.c", 4960); - gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment); + gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); - Gameplay_InitScene(globalCtx, spawn); + Play_InitScene(this, spawn); - osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(globalCtx, &globalCtx->roomCtx) / 1024.0f); + osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f); } -void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest) { +void func_800C016C(GlobalContext* this, Vec3f* src, Vec3f* dest) { f32 temp; - Matrix_Mult(&globalCtx->viewProjectionMtxF, MTXMODE_NEW); + Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW); Matrix_MultVec3f(src, dest); - temp = globalCtx->viewProjectionMtxF.ww + - (globalCtx->viewProjectionMtxF.wx * src->x + globalCtx->viewProjectionMtxF.wy * src->y + - globalCtx->viewProjectionMtxF.wz * src->z); + temp = this->viewProjectionMtxF.ww + (this->viewProjectionMtxF.wx * src->x + this->viewProjectionMtxF.wy * src->y + + this->viewProjectionMtxF.wz * src->z); dest->x = 160.0f + ((dest->x / temp) * 160.0f); dest->y = 120.0f - ((dest->y / temp) * 120.0f); } -s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) { +s16 Play_CreateSubCamera(GlobalContext* this) { s16 i; for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) { - if (globalCtx->cameraPtrs[i] == NULL) { + if (this->cameraPtrs[i] == NULL) { break; } } @@ -1562,37 +1546,37 @@ s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) { CYAN) " " VT_RST "\n", i); - globalCtx->cameraPtrs[i] = &globalCtx->subCameras[i - CAM_ID_SUB_FIRST]; - Camera_Init(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx); - globalCtx->cameraPtrs[i]->camId = i; + this->cameraPtrs[i] = &this->subCameras[i - CAM_ID_SUB_FIRST]; + Camera_Init(this->cameraPtrs[i], &this->view, &this->colCtx, this); + this->cameraPtrs[i]->camId = i; return i; } -s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx) { - return globalCtx->activeCamId; +s16 Play_GetActiveCamId(GlobalContext* this) { + return this->activeCamId; } -s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status) { - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; +s16 Play_ChangeCameraStatus(GlobalContext* this, s16 camId, s16 status) { + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; if (status == CAM_STAT_ACTIVE) { - globalCtx->activeCamId = camIdx; + this->activeCamId = camIdx; } - return Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status); + return Camera_ChangeStatus(this->cameraPtrs[camIdx], status); } -void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) { - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; +void Play_ClearCamera(GlobalContext* this, s16 camId) { + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; if (camIdx == CAM_ID_MAIN) { osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: never clear camera !!\n" VT_RST); } - if (globalCtx->cameraPtrs[camIdx] != NULL) { - Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], CAM_STAT_UNK100); - globalCtx->cameraPtrs[camIdx] = NULL; + if (this->cameraPtrs[camIdx] != NULL) { + Camera_ChangeStatus(this->cameraPtrs[camIdx], CAM_STAT_UNK100); + this->cameraPtrs[camIdx] = NULL; osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " clear sub camera [%d] " VT_BGCOL( CYAN) " " VT_RST "\n", camIdx); @@ -1601,28 +1585,28 @@ void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) { } } -void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx) { +void Play_ClearAllSubCameras(GlobalContext* this) { s16 subCamId; for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) { - if (globalCtx->cameraPtrs[subCamId] != NULL) { - Gameplay_ClearCamera(globalCtx, subCamId); + if (this->cameraPtrs[subCamId] != NULL) { + Play_ClearCamera(this, subCamId); } } - globalCtx->activeCamId = CAM_ID_MAIN; + this->activeCamId = CAM_ID_MAIN; } -Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId) { - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; +Camera* Play_GetCamera(GlobalContext* this, s16 camId) { + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; - return globalCtx->cameraPtrs[camIdx]; + return this->cameraPtrs[camIdx]; } -s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye) { +s32 Play_CameraSetAtEye(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye) { s32 ret = 0; - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; - Camera* camera = globalCtx->cameraPtrs[camIdx]; + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; + Camera* camera = this->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); @@ -1645,10 +1629,10 @@ s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3 return ret; } -s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) { +s32 Play_CameraSetAtEyeUp(GlobalContext* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) { s32 ret = 0; - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; - Camera* camera = globalCtx->cameraPtrs[camIdx]; + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; + Camera* camera = this->cameraPtrs[camIdx]; Player* player; ret |= Camera_SetParam(camera, 1, at); @@ -1673,67 +1657,67 @@ s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Ve return ret; } -s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov) { - s32 ret = Camera_SetParam(globalCtx->cameraPtrs[camId], 0x20, &fov) & 1; +s32 Play_CameraSetFov(GlobalContext* this, s16 camId, f32 fov) { + s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1; if (1) {} return ret; } -s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll) { - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; - Camera* camera = globalCtx->cameraPtrs[camIdx]; +s32 Play_SetCameraRoll(GlobalContext* 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 Gameplay_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId) { - s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? globalCtx->activeCamId : srcCamId; - s16 destCamId1 = (destCamId == CAM_ID_NONE) ? globalCtx->activeCamId : destCamId; +void Play_CopyCamera(GlobalContext* 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(globalCtx->cameraPtrs[destCamId1], globalCtx->cameraPtrs[srcCamId2]); + Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]); } -s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting) { +s32 func_800C0808(GlobalContext* this, s16 camId, Player* player, s16 setting) { Camera* camera; - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; - camera = globalCtx->cameraPtrs[camIdx]; + camera = this->cameraPtrs[camIdx]; Camera_InitPlayerSettings(camera, player); return Camera_ChangeSetting(camera, setting); } -s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting) { - return Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, camId), setting); +s32 Play_CameraChangeSetting(GlobalContext* this, s16 camId, s16 setting) { + return Camera_ChangeSetting(Play_GetCamera(this, camId), setting); } -void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) { - s16 camIdx = (camId == CAM_ID_NONE) ? globalCtx->activeCamId : camId; +void func_800C08AC(GlobalContext* this, s16 camId, s16 arg2) { + s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId; s16 i; - Gameplay_ClearCamera(globalCtx, camIdx); + Play_ClearCamera(this, camIdx); for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) { - if (globalCtx->cameraPtrs[i] != NULL) { + if (this->cameraPtrs[i] != NULL) { osSyncPrintf( VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST, i); - Gameplay_ClearCamera(globalCtx, i); + Play_ClearCamera(this, i); } } if (arg2 <= 0) { - Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE); - globalCtx->cameraPtrs[CAM_ID_MAIN]->childCamId = globalCtx->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN; + Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STAT_ACTIVE); + this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN; } else { - OnePointCutscene_Init(globalCtx, 1020, arg2, NULL, CAM_ID_MAIN); + OnePointCutscene_Init(this, 1020, arg2, NULL, CAM_ID_MAIN); } } -s16 Gameplay_CameraGetUID(GlobalContext* globalCtx, s16 camId) { - Camera* camera = globalCtx->cameraPtrs[camId]; +s16 Play_CameraGetUID(GlobalContext* this, s16 camId) { + Camera* camera = this->cameraPtrs[camId]; if (camera != NULL) { return camera->uid; @@ -1742,8 +1726,8 @@ s16 Gameplay_CameraGetUID(GlobalContext* globalCtx, s16 camId) { } } -s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) { - Camera* camera = globalCtx->cameraPtrs[camId]; +s16 func_800C09D8(GlobalContext* this, s16 camId, s16 arg2) { + Camera* camera = this->cameraPtrs[camId]; if (camera != NULL) { return 0; @@ -1756,17 +1740,17 @@ s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) { } } -void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) { - SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum]; +void Play_SaveSceneFlags(GlobalContext* this) { + SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[this->sceneNum]; - savedSceneFlags->chest = globalCtx->actorCtx.flags.chest; - savedSceneFlags->swch = globalCtx->actorCtx.flags.swch; - savedSceneFlags->clear = globalCtx->actorCtx.flags.clear; - savedSceneFlags->collect = globalCtx->actorCtx.flags.collect; + savedSceneFlags->chest = this->actorCtx.flags.chest; + savedSceneFlags->swch = this->actorCtx.flags.swch; + savedSceneFlags->clear = this->actorCtx.flags.clear; + savedSceneFlags->collect = this->actorCtx.flags.collect; } -void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex, - s32 playerParams, Vec3f* pos, s16 yaw) { +void Play_SetRespawnData(GlobalContext* this, s32 respawnMode, s16 entranceIndex, s32 roomIndex, s32 playerParams, + Vec3f* pos, s16 yaw) { RespawnData* respawnData = &gSaveContext.respawn[respawnMode]; respawnData->entranceIndex = entranceIndex; @@ -1774,65 +1758,65 @@ void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entr respawnData->pos = *pos; respawnData->yaw = yaw; respawnData->playerParams = playerParams; - respawnData->tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; - respawnData->tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; + respawnData->tempSwchFlags = this->actorCtx.flags.tempSwch; + respawnData->tempCollectFlags = this->actorCtx.flags.tempCollect; } -void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams) { - Player* player = GET_PLAYER(globalCtx); +void Play_SetupRespawnPoint(GlobalContext* this, s32 respawnMode, s32 playerParams) { + Player* player = GET_PLAYER(this); s32 entranceIndex; s8 roomIndex; - if ((globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA)) { - roomIndex = globalCtx->roomCtx.curRoom.num; + if ((this->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (this->sceneNum != SCENE_KAKUSIANA)) { + roomIndex = this->roomCtx.curRoom.num; entranceIndex = gSaveContext.entranceIndex; - Gameplay_SetRespawnData(globalCtx, respawnMode, entranceIndex, roomIndex, playerParams, - &player->actor.world.pos, player->actor.shape.rot.y); + Play_SetRespawnData(this, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos, + player->actor.shape.rot.y); } } -void Gameplay_TriggerVoidOut(GlobalContext* globalCtx) { - gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = globalCtx->actorCtx.flags.tempSwch; - gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = globalCtx->actorCtx.flags.tempCollect; +void Play_TriggerVoidOut(GlobalContext* this) { + gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = this->actorCtx.flags.tempSwch; + gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = this->actorCtx.flags.tempCollect; gSaveContext.respawnFlag = 1; - globalCtx->transitionTrigger = TRANS_TRIGGER_START; - globalCtx->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex; - globalCtx->transitionType = TRANS_TYPE_FADE_BLACK; + this->transitionTrigger = TRANS_TRIGGER_START; + this->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex; + this->transitionType = TRANS_TYPE_FADE_BLACK; } -void Gameplay_LoadToLastEntrance(GlobalContext* globalCtx) { +void Play_LoadToLastEntrance(GlobalContext* this) { gSaveContext.respawnFlag = -1; - globalCtx->transitionTrigger = TRANS_TRIGGER_START; + this->transitionTrigger = TRANS_TRIGGER_START; - if ((globalCtx->sceneNum == SCENE_GANON_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) || - (globalCtx->sceneNum == SCENE_GANONTIKA_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_DEMO)) { - globalCtx->nextEntranceIndex = ENTR_GANON_FINAL_0; - Item_Give(globalCtx, ITEM_SWORD_MASTER); + if ((this->sceneNum == SCENE_GANON_SONOGO) || (this->sceneNum == SCENE_GANON_FINAL) || + (this->sceneNum == SCENE_GANONTIKA_SONOGO) || (this->sceneNum == SCENE_GANON_DEMO)) { + this->nextEntranceIndex = ENTR_GANON_FINAL_0; + Item_Give(this, ITEM_SWORD_MASTER); } else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) || (gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) { - globalCtx->nextEntranceIndex = ENTR_SPOT00_6; + this->nextEntranceIndex = ENTR_SPOT00_6; } else { - globalCtx->nextEntranceIndex = gSaveContext.entranceIndex; + this->nextEntranceIndex = gSaveContext.entranceIndex; } - globalCtx->transitionType = TRANS_TYPE_FADE_BLACK; + this->transitionType = TRANS_TYPE_FADE_BLACK; } -void Gameplay_TriggerRespawn(GlobalContext* globalCtx) { - Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF); - Gameplay_LoadToLastEntrance(globalCtx); +void Play_TriggerRespawn(GlobalContext* this) { + Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF); + Play_LoadToLastEntrance(this); } -s32 func_800C0CB8(GlobalContext* globalCtx) { - return (globalCtx->roomCtx.curRoom.mesh->polygon.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) && - (YREG(15) != 0x40) && (globalCtx->sceneNum != SCENE_HAIRAL_NIWA); +s32 func_800C0CB8(GlobalContext* this) { + return (this->roomCtx.curRoom.mesh->polygon.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) && + (YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA); } -s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx) { - return !!globalCtx->frameAdvCtx.enabled; +s32 FrameAdvance_IsEnabled(GlobalContext* this) { + return !!this->frameAdvCtx.enabled; } -s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) { +s32 func_800C0D34(GlobalContext* this, Actor* actor, s16* yaw) { TransitionActorEntry* transitionActor; s32 frontRoom; @@ -1840,7 +1824,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) { return 0; } - transitionActor = &globalCtx->transiActorCtx.list[(u16)actor->params >> 10]; + transitionActor = &this->transiActorCtx.list[(u16)actor->params >> 10]; frontRoom = transitionActor->sides[0].room; if (frontRoom == transitionActor->sides[1].room) { @@ -1856,7 +1840,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) { return 1; } -s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) { +s32 func_800C0DB4(GlobalContext* this, Vec3f* pos) { WaterBox* waterBox; CollisionPoly* poly; Vec3f waterSurfacePos; @@ -1864,10 +1848,10 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) { waterSurfacePos = *pos; - if (WaterBox_GetSurface1(globalCtx, &globalCtx->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y, + if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y, &waterBox) == true && pos->y < waterSurfacePos.y && - BgCheck_EntityRaycastFloor3(&globalCtx->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { + BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { return true; } else { return false; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 9c9a6a075..1b1323f7e 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) { this->unk_664 = actor; this->unk_684 = actor; this->stateFlags1 |= PLAYER_STATE1_16; - Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor); - Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET); + Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor); + Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET); } s32 func_8008EF30(GlobalContext* globalCtx) { diff --git a/src/code/z_sample.c b/src/code/z_sample.c index 79f396885..2957aea9b 100644 --- a/src/code/z_sample.c +++ b/src/code/z_sample.c @@ -2,7 +2,7 @@ void Sample_HandleStateChange(SampleContext* this) { if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) { - SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext); + SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext); this->state.running = false; } } diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 3eedd21a3..69ade19cd 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -239,7 +239,7 @@ void func_8009883C(GlobalContext* globalCtx, SceneCmd* cmd) { } if (cmd->specialFiles.cUpElfMsgNum != 0) { - globalCtx->cUpElfMsgs = Gameplay_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]); + globalCtx->cUpElfMsgs = Play_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]); } } |
