403 lines
14 KiB
C
403 lines
14 KiB
C
#include "patches.h"
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void dsot_load_day_number_texture(PlayState* play, s32 day);
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void dsot_actor_fixes(PlayState* play);
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bool dsot_on;
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void dsot_determine_enabled(void) {
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dsot_on = recomp_dsot_enabled();
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}
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bool dsot_enabled(void) {
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return dsot_on;
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}
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u8 choiceHour;
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void dsot_init_hour_selection(PlayState* play) {
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choiceHour = (u16)(TIME_TO_HOURS_F(CURRENT_TIME - 1)) + 1;
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if (choiceHour >= 24) {
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choiceHour = 0;
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}
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if (choiceHour == 6) {
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if (gSaveContext.save.day == 3) {
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choiceHour = 5;
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} else {
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dsot_load_day_number_texture(play, gSaveContext.save.day + 1);
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}
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}
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}
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#define TIMER_INIT 10
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#define TIMER_STEP_RESET 0
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void dsot_handle_hour_selection(PlayState* play) {
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static s8 sAnalogStickTimer = TIMER_INIT;
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static s8 sPrevStickX = 0;
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static bool sAnalogStickHeld = false;
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Input* input = CONTROLLER1(&play->state);
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if ((input->rel.stick_x >= 30) && !sAnalogStickHeld) {
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u8 prevHour = choiceHour;
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sAnalogStickHeld = true;
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choiceHour++;
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if (choiceHour >= 24) {
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choiceHour = 0;
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}
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if ((CURRENT_DAY == 3) && (prevHour <= 5) && (choiceHour > 5)) {
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choiceHour = 5;
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} else if ((prevHour <= 6) && (choiceHour > 6)) {
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choiceHour = 6;
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} else {
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Audio_PlaySfx(NA_SE_SY_CURSOR);
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}
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if ((choiceHour == 6) && (choiceHour > prevHour)) {
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dsot_load_day_number_texture(play, gSaveContext.save.day + 1);
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}
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} else if ((input->rel.stick_x <= -30) && !sAnalogStickHeld) {
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u8 prevHour = choiceHour;
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sAnalogStickHeld = true;
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choiceHour--;
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if (choiceHour > 24) {
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choiceHour = 23;
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}
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if (((CLOCK_TIME(choiceHour, 0) <= CURRENT_TIME) && (CLOCK_TIME(prevHour, 0) > CURRENT_TIME)
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|| ((choiceHour > prevHour) && (CURRENT_TIME >= CLOCK_TIME(23, 0)))
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|| ((choiceHour > prevHour) && (CURRENT_TIME < CLOCK_TIME(1, 0))))) {
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choiceHour = prevHour;
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}
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else {
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Audio_PlaySfx(NA_SE_SY_CURSOR);
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}
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if ((prevHour == 6) && (choiceHour < prevHour)) {
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dsot_load_day_number_texture(play, gSaveContext.save.day);
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}
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} else if (ABS_ALT(input->rel.stick_x) < 30) {
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sAnalogStickHeld = false;
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sAnalogStickTimer = TIMER_INIT;
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}
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if (ABS_ALT(input->rel.stick_x) >= 30) {
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if (!DECR(sAnalogStickTimer)) {
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sAnalogStickHeld = false;
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sAnalogStickTimer = TIMER_STEP_RESET;
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}
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}
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if (sPrevStickX * input->rel.stick_x < 0) {
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sAnalogStickHeld = false;
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sAnalogStickTimer = TIMER_INIT;
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}
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sPrevStickX = input->rel.stick_x;
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}
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void dsot_cancel_hour_selection(PlayState* play) {
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if (choiceHour == 6) {
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dsot_load_day_number_texture(play, gSaveContext.save.day);
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}
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}
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void dsot_advance_hour(PlayState* play) {
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gSaveContext.save.time = CLOCK_TIME(choiceHour, 0);
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gSaveContext.skyboxTime = CURRENT_TIME;
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// Instantly enable/disable rain on day 2.
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if ((CURRENT_DAY == 2) && (Environment_GetStormState(play) != STORM_STATE_OFF)) {
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if ((CURRENT_TIME >= CLOCK_TIME(8, 0)) && (CURRENT_TIME < CLOCK_TIME(18, 00))) {
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gWeatherMode = WEATHER_MODE_RAIN;
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play->envCtx.lightningState = LIGHTNING_ON;
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play->envCtx.precipitation[PRECIP_RAIN_MAX] = 60;
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play->envCtx.precipitation[PRECIP_RAIN_CUR] = 60;
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Environment_PlayStormNatureAmbience(play);
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} else {
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gWeatherMode = WEATHER_MODE_CLEAR;
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play->envCtx.lightningState = LIGHTNING_OFF;
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play->envCtx.precipitation[PRECIP_RAIN_MAX] = 0;
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play->envCtx.precipitation[PRECIP_RAIN_CUR] = 0;
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Environment_StopStormNatureAmbience(play);
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}
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}
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// Play music/ambience.
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play->envCtx.timeSeqState = TIMESEQ_FADE_DAY_BGM;
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if ((CURRENT_TIME >= CLOCK_TIME(18, 0)) || (CURRENT_TIME <= CLOCK_TIME(6,0))) {
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
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play->envCtx.timeSeqState = TIMESEQ_NIGHT_BEGIN_SFX;
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} else if (CURRENT_TIME > CLOCK_TIME(17, 10)) {
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 240);
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play->envCtx.timeSeqState = TIMESEQ_NIGHT_BEGIN_SFX;
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}
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if ((CURRENT_TIME >= CLOCK_TIME(18, 0)) || (CURRENT_TIME <= CLOCK_TIME(6, 0))) {
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Audio_PlayAmbience(play->sequenceCtx.ambienceId);
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Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_CRITTER_0, 1, 1);
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play->envCtx.timeSeqState = TIMESEQ_NIGHT_DELAY;
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}
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if ((CURRENT_TIME >= CLOCK_TIME(19, 0)) || (CURRENT_TIME <= CLOCK_TIME(6, 0))) {
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Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_CRITTER_0, 1, 0);
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Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_CRITTER_1 << 4 | AMBIENCE_CHANNEL_CRITTER_3, 1, 1);
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play->envCtx.timeSeqState = TIMESEQ_DAY_BEGIN_SFX;
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}
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if ((CURRENT_TIME >= CLOCK_TIME(5, 0)) && (CURRENT_TIME <= CLOCK_TIME(6, 0))) {
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Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_CRITTER_1 << 4 | AMBIENCE_CHANNEL_CRITTER_3, 1, 0);
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Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_CRITTER_4 << 4 | AMBIENCE_CHANNEL_CRITTER_5, 1, 1);
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play->envCtx.timeSeqState = TIMESEQ_DAY_DELAY;
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}
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dsot_actor_fixes(play);
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}
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// Loads day number texture from week_static for the three-day clock.
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void dsot_load_day_number_texture(PlayState* play, s32 day) {
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s16 i = day - 1;
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if ((i < 0) || (i >= 3)) {
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i = 0;
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}
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DmaMgr_SendRequest0((void*)(play->interfaceCtx.doActionSegment + 0x780),
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SEGMENT_ROM_START_OFFSET(week_static, i * 0x510), 0x510);
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}
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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void Interface_DrawClock(PlayState* play);
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// Wrapper for Interface_DrawClock to display selected hour.
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void dsot_draw_clock(PlayState* play) {
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MessageContext *msgCtx = &play->msgCtx;
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u8 prev_msgMode = msgCtx->msgMode;
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msgCtx->msgMode = MSGMODE_NONE;
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PlayState* state = (PlayState*)&play->state;
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s32 prev_frameAdvanceCtx = state->frameAdvCtx.enabled;
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state->frameAdvCtx.enabled = 0;
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u16 prev_pauseCtx_state = play->pauseCtx.state;
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play->pauseCtx.state = PAUSE_STATE_OFF;
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u16 prev_pauseCtx_debugEditor = play->pauseCtx.state;
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play->pauseCtx.debugEditor = DEBUG_EDITOR_NONE;
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bool flag_modified = false;
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if (!(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON)) {
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play->actorCtx.flags ^= ACTORCTX_FLAG_TELESCOPE_ON;
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flag_modified = true;
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}
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u16 prev_time = gSaveContext.save.time;
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gSaveContext.save.time = CLOCK_TIME(choiceHour, 0);
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Interface_DrawClock(play);
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gSaveContext.save.time = prev_time;
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if (flag_modified) {
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play->actorCtx.flags ^= ACTORCTX_FLAG_TELESCOPE_ON;
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}
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play->pauseCtx.debugEditor == prev_pauseCtx_debugEditor;
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play->pauseCtx.state = prev_pauseCtx_state;
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state->frameAdvCtx.enabled = prev_frameAdvanceCtx;
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msgCtx->msgMode = prev_msgMode;
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}
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#include "overlays/actors/ovl_En_Test4/z_en_test4.h"
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#include "overlays/actors/ovl_Obj_Tokei_Step/z_obj_tokei_step.h"
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#include "overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h"
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void dsot_ObjEnTest4_fix(EnTest4* this, PlayState* play);
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void dsot_ObjTokeiStep_fix(ObjTokeiStep* this, PlayState* play);
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void dsot_ObjTokeidai_fix(ObjTokeidai* this, PlayState* play);
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// Calls actor specific fixes.
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void dsot_actor_fixes(PlayState* play) {
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s32 category;
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Actor* actor;
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Player* player = GET_PLAYER(play);
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u32* categoryFreezeMaskP;
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ActorListEntry* entry;
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ActorContext* actorCtx = &play->actorCtx;
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for (category = 0, entry = actorCtx->actorLists; category < ACTORCAT_MAX;
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entry++, categoryFreezeMaskP++, category++) {
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actor = entry->first;
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for (actor = entry->first; actor != NULL; actor = actor->next) {
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switch(actor->id) {
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case ACTOR_EN_TEST4:
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dsot_ObjEnTest4_fix(actor, play);
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break;
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case ACTOR_OBJ_TOKEI_STEP:
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dsot_ObjTokeiStep_fix(actor, play);
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break;
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case ACTOR_OBJ_TOKEIDAI:
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dsot_ObjTokeidai_fix(actor, play);
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break;
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}
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}
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}
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}
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#define PAST_MIDNIGHT ((CURRENT_DAY == 3) && (CURRENT_TIME < CLOCK_TIME(6, 0)) && (CURRENT_TIME > CLOCK_TIME(0, 0)))
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// z_obj_en_test_4
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void func_80A42198(EnTest4* this); // EnTest4_GetBellTimeOnDay3
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void dsot_ObjEnTest4_fix(EnTest4* this, PlayState* play) {
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this->prevTime = CURRENT_TIME;
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this->prevBellTime = CURRENT_TIME;
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// Change daytime to night manually if necessary.
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if ((this->daytimeIndex = THREEDAY_DAYTIME_DAY) && (CURRENT_TIME > CLOCK_TIME(18, 0)) || (CURRENT_TIME <= CLOCK_TIME(6, 0))) {
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this->daytimeIndex = THREEDAY_DAYTIME_NIGHT;
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// Re-spawn the setup actors.
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play->numSetupActors = -play->numSetupActors;
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}
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// Setup next bell time.
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if (CURRENT_DAY == 3) {
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gSaveContext.save.time--;
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func_80A42198(this);
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gSaveContext.save.time++;
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}
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}
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// z_obj_tokei_step
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void ObjTokeiStep_InitStepsOpen(ObjTokeiStep* this);
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void ObjTokeiStep_SetupDoNothingOpen(ObjTokeiStep* this);
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void ObjTokeiStep_DrawOpen(Actor* thisx, PlayState* play);
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void dsot_ObjTokeiStep_fix(ObjTokeiStep* this, PlayState* play) {
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if (PAST_MIDNIGHT) {
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// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
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this->dyna.actor.draw = actor_relocate(this, ObjTokeiStep_DrawOpen);
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ObjTokeiStep_InitStepsOpen(this);
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ObjTokeiStep_SetupDoNothingOpen(this);
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DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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}
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// z_obj_tokeidai
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#define GET_CLOCK_FACE_ROTATION(currentClockHour) (TRUNCF_BINANG(currentClockHour * (0x10000 / 24.0f)))
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#define GET_MINUTE_RING_OR_EXTERIOR_GEAR_ROTATION(currentClockMinute) \
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(TRUNCF_BINANG(currentClockMinute * (0x10000 * 12.0f / 360)))
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s32 ObjTokeidai_GetTargetSunMoonPanelRotation(void);
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void ObjTokeidai_Init(Actor* thisx, PlayState* play);
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void ObjTokeidai_Draw(Actor* thisx, PlayState* play);
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void ObjTokeidai_ExteriorGear_Draw(Actor* thisx, PlayState* play);
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void ObjTokeidai_Clock_Draw(Actor* thisx, PlayState* play);
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void ObjTokeidai_Counterweight_Idle(ObjTokeidai* this, PlayState* play);
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void ObjTokeidai_ExteriorGear_Idle(ObjTokeidai* this, PlayState* play);
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void ObjTokeidai_TowerClock_Idle(ObjTokeidai* this, PlayState* play);
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s32 dsot_ObjTokeidai_get_target_sun_moon_panel_rotation(void) {
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if (CURRENT_TIME >= CLOCK_TIME(18, 0) || CURRENT_TIME < CLOCK_TIME(6, 0)) {
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return 0x8000;
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}
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return 0;
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}
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void dsot_ObjTokeidai_update_clock(ObjTokeidai* this, u16 currentHour, u16 currentMinute) {
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// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
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this->clockTime = CURRENT_TIME;
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// Instantly switch to desired hour.
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u16 clockHour = currentHour;
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if (currentMinute == 0) {
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clockHour--;
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if (clockHour > 23) {
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clockHour = 23;
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}
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}
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this->clockFaceRotation = GET_CLOCK_FACE_ROTATION(clockHour);
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this->clockHour = clockHour;
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this->clockFaceAngularVelocity = 0;
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this->clockFaceRotationTimer = 0;
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// Instantly switch to desired minute.
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u16 clockMinute = currentMinute - 1;
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if (clockMinute > 59) {
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clockMinute = 59;
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}
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this->minuteRingOrExteriorGearRotation = GET_MINUTE_RING_OR_EXTERIOR_GEAR_ROTATION(clockMinute);
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this->clockMinute = clockMinute;
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this->minuteRingOrExteriorGearAngularVelocity = 0x5A;
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this->minuteRingOrExteriorGearRotationTimer = 0;
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// Switch the medalion rotation immediately.
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if (((currentHour != 6) && (currentHour != 18)) || (currentMinute != 0)) {
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this->sunMoonPanelRotation = dsot_ObjTokeidai_get_target_sun_moon_panel_rotation();
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this->sunMoonPanelAngularVelocity = 0;
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}
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}
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void dsot_ObjTokeidai_fix(ObjTokeidai* this, PlayState* play) {
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s32 type = OBJ_TOKEIDAI_TYPE(&this->actor);
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u16 currentHour = TIME_TO_HOURS_F(CURRENT_TIME);
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u16 currentMinute = TIME_TO_MINUTES_F(CURRENT_TIME);
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switch(type) {
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case OBJ_TOKEIDAI_TYPE_COUNTERWEIGHT_TERMINA_FIELD:
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case OBJ_TOKEIDAI_TYPE_COUNTERWEIGHT_CLOCK_TOWN:
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if (PAST_MIDNIGHT && (this->actionFunc == actor_relocate(this, ObjTokeidai_Counterweight_Idle))) {
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this->actor.shape.rot.y = 0;
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ObjTokeidai_Init(this, play);
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}
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break;
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case OBJ_TOKEIDAI_TYPE_EXTERIOR_GEAR_TERMINA_FIELD:
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case OBJ_TOKEIDAI_TYPE_EXTERIOR_GEAR_CLOCK_TOWN:
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if (PAST_MIDNIGHT && (this->actionFunc == actor_relocate(this, ObjTokeidai_ExteriorGear_Idle))) {
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dsot_ObjTokeidai_update_clock(this, 0, 0);
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// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
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this->actor.draw = actor_relocate(this, ObjTokeidai_ExteriorGear_Draw);
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ObjTokeidai_Init(this, play);
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} else {
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dsot_ObjTokeidai_update_clock(this, currentHour, currentMinute);
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}
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break;
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case OBJ_TOKEIDAI_TYPE_TOWER_CLOCK_TERMINA_FIELD:
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case OBJ_TOKEIDAI_TYPE_TOWER_CLOCK_CLOCK_TOWN:
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if (PAST_MIDNIGHT && (this->actionFunc == actor_relocate(this, ObjTokeidai_TowerClock_Idle))) {
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dsot_ObjTokeidai_update_clock(this, 0, 0);
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// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
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this->actor.draw = actor_relocate(this, ObjTokeidai_Clock_Draw);
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ObjTokeidai_Init(this, play);
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} else {
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dsot_ObjTokeidai_update_clock(this, currentHour, currentMinute);
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}
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break;
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case OBJ_TOKEIDAI_TYPE_STAIRCASE_TO_ROOFTOP:
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if (PAST_MIDNIGHT) {
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// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
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this->actor.draw = actor_relocate(this, ObjTokeidai_Draw);
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}
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break;
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case OBJ_TOKEIDAI_TYPE_WALL_CLOCK:
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case OBJ_TOKEIDAI_TYPE_SMALL_WALL_CLOCK:
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dsot_ObjTokeidai_update_clock(this, currentHour, currentMinute);
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break;
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}
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} |