#include "play_patches.h" #include "z64debug_display.h" #include "input.h" #include "input.h" #include "z64game.h" #include "overlays/gamestates/ovl_title/z_title.h" #include "prevent_bss_reordering.h" #include "z64.h" #include "regs.h" #include "functions.h" #include "z64vismono.h" #include "z64visfbuf.h" #include "buffers.h" #include "variables.h" #include "macros.h" #include "buffers.h" #include "idle.h" #include "sys_cfb.h" #include "z64bombers_notebook.h" #include "z64quake.h" #include "z64rumble.h" #include "z64shrink_window.h" #include "z64view.h" #include "overlays/gamestates/ovl_daytelop/z_daytelop.h" #include "overlays/gamestates/ovl_opening/z_opening.h" #include "overlays/gamestates/ovl_file_choose/z_file_select.h" #include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h" #include "debug.h" extern Input D_801F6C18; RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play)); RECOMP_DECLARE_EVENT(recomp_on_play_update(PlayState* play)); RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play)); void controls_play_update(PlayState* play) { gSaveContext.options.zTargetSetting = recomp_get_targeting_mode(); } void do_reset_game(PlayState* this) { STOP_GAMESTATE(&this->state); SET_NEXT_GAMESTATE(&this->state, ConsoleLogo_Init, sizeof(ConsoleLogoState)); } // @recomp Patched to add hooks for various added functionality. RECOMP_PATCH void Play_Main(GameState* thisx) { static Input* prevInput = NULL; PlayState* this = (PlayState*)thisx; if (recomp_should_reset_game()) { do_reset_game(this); } // @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame. recomp_on_play_main(this); // @recomp debug_play_update(this); controls_play_update(this); analog_cam_pre_play_update(this); matrix_play_update(this); // @recomp avoid unused variable warning (void)prevInput; prevInput = CONTROLLER1(&this->state); DebugDisplay_Init(); { GraphicsContext* gfxCtx = this->state.gfxCtx; if (1) { this->state.gfxCtx = NULL; } camera_pre_play_update(this); // @recomp_event recomp_on_play_update(PlayState* play): Play_Update is about to be called. recomp_on_play_update(this); Play_Update(this); // @recomp_event recomp_after_play_update(PlayState* play): Play_Update was called. recomp_after_play_update(this); camera_post_play_update(this); analog_cam_post_play_update(this); autosave_post_play_update(this); this->state.gfxCtx = gfxCtx; } { Input input = *CONTROLLER1(&this->state); if (1) { *CONTROLLER1(&this->state) = D_801F6C18; } Play_Draw(this); *CONTROLLER1(&this->state) = input; } CutsceneManager_Update(); CutsceneManager_ClearWaiting(); } // @recomp Patched to add load a hook for loading rooms. RECOMP_PATCH s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) { if (roomCtx->status == 1) { if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) { roomCtx->status = 0; roomCtx->curRoom.segment = roomCtx->activeRoomVram; gSegments[3] = OS_K0_TO_PHYSICAL(roomCtx->activeRoomVram); // @recomp Call the room load hook. room_load_hook(play, &roomCtx->curRoom); Scene_ExecuteCommands(play, roomCtx->curRoom.segment); func_80123140(play, GET_PLAYER(play)); Actor_SpawnTransitionActors(play, &play->actorCtx); if (((play->sceneId != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) && (play->sceneId != SCENE_IKNINSIDE)) { play->envCtx.lightSettingOverride = LIGHT_SETTING_OVERRIDE_NONE; play->envCtx.lightBlendOverride = LIGHT_BLEND_OVERRIDE_NONE; } func_800FEAB0(); if (Environment_GetStormState(play) == STORM_STATE_OFF) { Environment_StopStormNatureAmbience(play); } } else { return 0; } } return 1; } void ZeldaArena_Init(void* start, size_t size); void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn); void Play_InitMotionBlur(void); extern s16 sTransitionFillTimer; extern Input D_801F6C18; extern TransitionTile sTransitionTile; extern s32 gTransitionTileState; extern VisMono sPlayVisMono; extern Color_RGBA8_u32 gVisMonoColor; extern VisFbuf sPlayVisFbuf; extern VisFbuf* sPlayVisFbufInstance; extern BombersNotebook sBombersNotebook; extern u8 sBombersNotebookOpen; extern u8 sMotionBlurStatus; extern s32 gDbgCamEnabled; extern u8 D_801D0D54; extern u8 gPictoPhotoI8[]; extern u8 D_80784600[]; // Non-relocatable references to the original addresses of these game state functions. void DayTelop_Init_NORELOCATE(GameState*); void TitleSetup_Init_NORELOCATE(GameState*); RECOMP_DECLARE_EVENT(recomp_on_play_init(PlayState* this)); RECOMP_DECLARE_EVENT(recomp_after_play_init(PlayState* this)); bool allow_no_ocarina_tf = false; // @recomp_export void recomp_set_allow_no_ocarina_tf(bool new_val): Set whether to force Termina Field to load normally even if Link has no ocarina. RECOMP_EXPORT void recomp_set_allow_no_ocarina_tf(bool new_val) { allow_no_ocarina_tf = new_val; } RECOMP_PATCH void Play_Init(GameState* thisx) { PlayState* this = (PlayState*)thisx; GraphicsContext* gfxCtx = this->state.gfxCtx; s32 pad; uintptr_t zAlloc; s32 zAllocSize; Player* player; s32 i; s32 spawn; u8 sceneLayer; s32 scene; // @recomp_event recomp_on_play_init(PlayState* this): A new PlayState is being initialized. recomp_on_play_init(this); if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) { if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) { CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP); STOP_GAMESTATE(&this->state); // Use non-relocatable reference to DayTelop_Init instead. SET_NEXT_GAMESTATE(&this->state, DayTelop_Init_NORELOCATE, sizeof(DayTelopState)); return; } gSaveContext.unk_3CA7 = 1; if (gSaveContext.respawnFlag == -0x63) { gSaveContext.respawnFlag = 2; } } else { gSaveContext.unk_3CA7 = 0; } if (gSaveContext.save.entrance == -1) { gSaveContext.save.entrance = 0; STOP_GAMESTATE(&this->state); // Use non-relocatable reference to TitleSetup_Init instead. SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init_NORELOCATE, sizeof(TitleSetupState)); return; } if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) { scene = ((void)0, gSaveContext.save.entrance) >> 9; spawn = (((void)0, gSaveContext.save.entrance) >> 4) & 0x1F; if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_SNOWHEAD_TEMPLE)) { if (scene == ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER) { scene = ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING; } else if (scene == ENTR_SCENE_GORON_VILLAGE_WINTER) { scene = ENTR_SCENE_GORON_VILLAGE_SPRING; } else if (scene == ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER) { scene = ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING; } else if ((scene == ENTR_SCENE_SNOWHEAD) || (scene == ENTR_SCENE_PATH_TO_SNOWHEAD) || (scene == ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE) || (scene == ENTR_SCENE_GORON_SHRINE) || (scene == ENTR_SCENE_GORON_RACETRACK)) { gSaveContext.nextCutsceneIndex = 0xFFF0; } } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) { if (scene == ENTR_SCENE_SOUTHERN_SWAMP_POISONED) { scene = ENTR_SCENE_SOUTHERN_SWAMP_CLEARED; } else if (scene == ENTR_SCENE_WOODFALL) { gSaveContext.nextCutsceneIndex = 0xFFF1; } } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) && (scene == ENTR_SCENE_IKANA_CANYON)) { gSaveContext.nextCutsceneIndex = 0xFFF2; } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_GREAT_BAY_TEMPLE) && ((scene == ENTR_SCENE_GREAT_BAY_COAST) || (scene == ENTR_SCENE_ZORA_CAPE))) { gSaveContext.nextCutsceneIndex = 0xFFF0; } // "First cycle" Termina Field // @recomp_use_export_var allow_no_ocarina_tf: Skip loading into "First cycle" Termina Field if mods enable it. if (!allow_no_ocarina_tf && INV_CONTENT(ITEM_OCARINA_OF_TIME) != ITEM_OCARINA_OF_TIME) { if ((scene == ENTR_SCENE_TERMINA_FIELD) && (((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) { gSaveContext.nextCutsceneIndex = 0xFFF4; } } //! FAKE: gSaveContext.save.entrance = Entrance_Create(((void)0, scene), spawn, ((void)0, gSaveContext.save.entrance) & 0xF); } GameState_Realloc(&this->state, 0); KaleidoManager_Init(this); ShrinkWindow_Init(); View_Init(&this->view, gfxCtx); Audio_SetExtraFilter(0); Quake_Init(); Distortion_Init(this); for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) { this->cameraPtrs[i] = NULL; } Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this); Camera_ChangeStatus(&this->mainCamera, CAM_STATUS_ACTIVE); for (i = 0; i < ARRAY_COUNT(this->subCameras); i++) { Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this); Camera_ChangeStatus(&this->subCameras[i], CAM_STATUS_INACTIVE); } this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera; this->cameraPtrs[CAM_ID_MAIN]->uid = CAM_ID_MAIN; this->activeCamId = CAM_ID_MAIN; Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_CHECK_WATER | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 | CAM_STATE_DISABLE_MODE_CHANGE | CAM_STATE_6); Sram_Alloc(&this->state, &this->sramCtx); Regs_InitData(this); Message_Init(this); GameOver_Init(this); SoundSource_InitAll(this); EffFootmark_Init(this); Effect_Init(this); EffectSS_Init(this, 100); CollisionCheck_InitContext(this, &this->colChkCtx); AnimationContext_Reset(&this->animationCtx); Cutscene_InitContext(this, &this->csCtx); if (gSaveContext.nextCutsceneIndex != 0xFFEF) { gSaveContext.save.cutsceneIndex = gSaveContext.nextCutsceneIndex; gSaveContext.nextCutsceneIndex = 0xFFEF; } if (gSaveContext.save.cutsceneIndex == 0xFFFD) { gSaveContext.save.cutsceneIndex = 0; } if (gSaveContext.nextDayTime != NEXT_TIME_NONE) { gSaveContext.save.time = gSaveContext.nextDayTime; gSaveContext.skyboxTime = gSaveContext.nextDayTime; } if ((CURRENT_TIME >= CLOCK_TIME(18, 0)) || (CURRENT_TIME < CLOCK_TIME(6, 30))) { gSaveContext.save.isNight = true; } else { gSaveContext.save.isNight = false; } func_800EDDB0(this); if (((gSaveContext.gameMode != GAMEMODE_NORMAL) && (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN)) || (gSaveContext.save.cutsceneIndex >= 0xFFF0)) { gSaveContext.nayrusLoveTimer = 0; Magic_Reset(this); gSaveContext.sceneLayer = (gSaveContext.save.cutsceneIndex & 0xF) + 1; // Set saved cutscene to 0 so it doesn't immediately play, but instead let the `CutsceneManager` handle it. gSaveContext.save.cutsceneIndex = 0; } else { gSaveContext.sceneLayer = 0; } sceneLayer = gSaveContext.sceneLayer; Play_SpawnScene( this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)), Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer))); KaleidoScopeCall_Init(this); Interface_Init(this); if (gSaveContext.nextDayTime != NEXT_TIME_NONE) { if (gSaveContext.nextDayTime == NEXT_TIME_DAY) { gSaveContext.save.day++; gSaveContext.save.eventDayCount++; gSaveContext.dogIsLost = true; gSaveContext.nextDayTime = NEXT_TIME_DAY_SET; } else { gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET; } } Play_InitMotionBlur(); R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_OFF; R_PICTO_PHOTO_STATE = PICTO_PHOTO_STATE_OFF; PreRender_Init(&this->pauseBgPreRender); PreRender_SetValuesSave(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL, NULL); PreRender_SetValues(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL); this->unk_18E64 = gWorkBuffer; this->pictoPhotoI8 = gPictoPhotoI8; this->unk_18E68 = D_80784600; this->unk_18E58 = D_80784600; this->unk_18E60 = D_80784600; gTransitionTileState = TRANS_TILE_OFF; this->transitionMode = TRANS_MODE_OFF; D_801D0D54 = false; FrameAdvance_Init(&this->frameAdvCtx); Rand_Seed(osGetTime()); Matrix_Init(&this->state); this->state.main = Play_Main; this->state.destroy = Play_Destroy; this->transitionTrigger = TRANS_TRIGGER_END; this->worldCoverAlpha = 0; this->bgCoverAlpha = 0; this->haltAllActors = false; this->unk_18844 = false; if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) { if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) { this->transitionType = (Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sceneLayer) >> 7) & 0x7F; } else { this->transitionType = gSaveContext.nextTransitionType; gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT; } } else { this->transitionType = TRANS_TYPE_FADE_BLACK; } TransitionFade_Init(&this->unk_18E48); TransitionFade_SetType(&this->unk_18E48, 3); TransitionFade_SetColor(&this->unk_18E48, RGBA8(160, 160, 160, 255)); TransitionFade_Start(&this->unk_18E48); VisMono_Init(&sPlayVisMono); gVisMonoColor.a = 0; sPlayVisFbufInstance = &sPlayVisFbuf; VisFbuf_Init(sPlayVisFbufInstance); sPlayVisFbufInstance->lodProportion = 0.0f; sPlayVisFbufInstance->mode = VIS_FBUF_MODE_GENERAL; sPlayVisFbufInstance->primColor.r = 0; sPlayVisFbufInstance->primColor.g = 0; sPlayVisFbufInstance->primColor.b = 0; sPlayVisFbufInstance->primColor.a = 0; sPlayVisFbufInstance->envColor.r = 0; sPlayVisFbufInstance->envColor.g = 0; sPlayVisFbufInstance->envColor.b = 0; sPlayVisFbufInstance->envColor.a = 0; CutsceneFlags_UnsetAll(this); THA_GetRemaining(&this->state.tha); zAllocSize = THA_GetRemaining(&this->state.tha); zAlloc = (uintptr_t)THA_AllocTailAlign16(&this->state.tha, zAllocSize); //! @bug: Incorrect ALIGN16s ZeldaArena_Init((void*)((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc); Actor_InitContext(this, &this->actorCtx, this->linkActorEntry); while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {} if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) || (this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5))) { Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0); } player = GET_PLAYER(this); Camera_InitFocalActorSettings(&this->mainCamera, &player->actor); gDbgCamEnabled = false; if (PLAYER_GET_BG_CAM_INDEX(&player->actor) != 0xFF) { Camera_ChangeActorCsCamIndex(&this->mainCamera, PLAYER_GET_BG_CAM_INDEX(&player->actor)); } CutsceneManager_StoreCamera(&this->mainCamera); Interface_SetSceneRestrictions(this); Environment_PlaySceneSequence(this); gSaveContext.seqId = this->sequenceCtx.seqId; gSaveContext.ambienceId = this->sequenceCtx.ambienceId; AnimationContext_Update(this, &this->animationCtx); Cutscene_HandleEntranceTriggers(this); gSaveContext.respawnFlag = 0; sBombersNotebookOpen = false; BombersNotebook_Init(&sBombersNotebook); // @recomp_event recomp_after_play_init(PlayState* this): The new PlayState has finished initializing. recomp_after_play_init(this); }