mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-03-13 19:34:03 +03:00
646 lines
24 KiB
C
646 lines
24 KiB
C
#include "prevent_bss_reordering.h"
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#include "global.h"
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#include "sf64dma.h"
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#include "assets/ast_logo.h"
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#include "mods.h"
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#include "port/interpolation/FrameInterpolation.h"
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#include "port/hooks/list/EngineEvent.h"
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#include "port/mods/PortEnhancements.h"
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f32 gNextVsViewScale;
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f32 gVsViewScale;
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s32 gPlayerInactive[4];
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s32 gVsMenuSelection;
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u8 gShowHud;
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u16 gNextLevelPhase;
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u16 gNextLevel;
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u16 gNextGameState;
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u16 gLastGameState;
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u16 gBgColor;
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u8 gBlurAlpha;
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u8 gGameStandby;
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f32 gFovY;
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f32 gProjectNear;
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f32 gProjectFar;
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bool gShowReticles[4] = { true, true, true, true };
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bool D_game_800D2870 = false;
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s32 sVsCameraULx[] = { 0, SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2 };
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s32 sVsCameraLRx[] = { SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1, SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1 };
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s32 sVsCameraULy[] = { 0, 0, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / 2 };
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s32 sVsCameraLRy[] = { SCREEN_HEIGHT / 2 - 1, SCREEN_HEIGHT / 2 - 1, SCREEN_HEIGHT - 1, SCREEN_HEIGHT - 1 };
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s32 sLevelSceneIds[] = {
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/* LEVEL_CORNERIA */ SCENE_CORNERIA,
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/* LEVEL_METEO */ SCENE_METEO,
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/* LEVEL_SECTOR_X */ SCENE_SECTOR_X,
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/* LEVEL_AREA_6 */ SCENE_AREA_6,
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/* LEVEL_UNK_4 */ SCENE_UNK_4,
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/* LEVEL_SECTOR_Y */ SCENE_SECTOR_Y,
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/* LEVEL_VENOM_1 */ SCENE_VENOM_1,
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/* LEVEL_SOLAR */ SCENE_SOLAR,
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/* LEVEL_ZONESS */ SCENE_ZONESS,
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/* LEVEL_VENOM_ANDROSS */ SCENE_VENOM_ANDROSS,
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/* LEVEL_TRAINING */ SCENE_TRAINING,
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/* LEVEL_MACBETH */ SCENE_MACBETH,
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/* LEVEL_TITANIA */ SCENE_TITANIA,
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/* LEVEL_AQUAS */ SCENE_AQUAS,
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/* LEVEL_FORTUNA */ SCENE_FORTUNA,
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/* LEVEL_UNK_15 */ SCENE_TITLE,
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/* LEVEL_KATINA */ SCENE_KATINA,
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/* LEVEL_BOLSE */ SCENE_BOLSE,
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/* LEVEL_SECTOR_Z */ SCENE_SECTOR_Z,
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/* LEVEL_VENOM_2 */ SCENE_VENOM_2,
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/* LEVEL_VERSUS */ SCENE_VERSUS,
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};
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void Game_Initialize(void) {
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Memory_FreeAll();
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Rand_Init();
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Rand_SetSeed(1, 29000, 9876);
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gGameState = GSTATE_BOOT;
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#ifdef MODS_BOOT_STATE
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gNextGameState = GSTATE_INIT;
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if (Save_Read() != 0) {
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#ifdef AVOID_UB
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gSaveFile.save = gDefaultSave;
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gSaveFile.backup = gDefaultSave;
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#else
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gSaveFile = *((SaveFile*) &gDefaultSave);
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#endif
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Save_Write();
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}
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#endif
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gNextGameStateTimer = 0;
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gBgColor = 0;
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gBlurAlpha = 255;
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gFovY = 45.0f;
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gProjectNear = 10.0f;
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gProjectFar = 12800.0f;
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gNextVsViewScale = gVsViewScale = 0.0f;
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gSceneId = SCENE_LOGO;
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gSceneSetup = 0;
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Load_InitDmaAndMsg();
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gGameStandby = true;
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}
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void Game_SetGameState(void) {
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gVsViewScale = gNextVsViewScale;
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if (gNextGameState == GSTATE_NONE) {
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return;
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}
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switch (gNextGameState) {
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case GSTATE_PLAY:
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gCurrentLevel = gNextLevel;
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Play_Setup();
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gPlayState = PLAY_STANDBY;
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gLevelPhase = gNextLevelPhase;
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gNextLevelPhase = 0;
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if ((gLevelPhase != 0) && (gCurrentLevel != LEVEL_VENOM_ANDROSS)) {
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D_ctx_8017782C = false;
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}
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break;
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case GSTATE_MAP:
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gMapState = 0;
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break;
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case GSTATE_GAME_OVER:
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D_ctx_80177868 = 0;
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break;
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}
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Memory_FreeAll();
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Play_ClearObjectData();
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gGameState = gNextGameState;
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gNextGameStateTimer = 3;
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gAllRangeCheckpoint = 0;
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gNextGameState = GSTATE_NONE;
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gSceneSetup = 0;
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gFillScreenColor = gBgColor = 0;
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gPathProgress = 0.0f;
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if ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2)) {
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gFillScreenColor = gBgColor = 0xFFFF; // 248, 248, 248
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gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
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} else {
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gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
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Audio_FadeOutAll(1);
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}
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gFillScreenAlpha = 255;
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gPlayerGlareAlphas[0] = 0;
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gRadioState = 0;
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gStarfieldRoll = 0.0f;
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gBlurAlpha = 255;
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gDrawMode = DRAW_NONE;
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Audio_ClearVoice();
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Audio_SetEnvSfxReverb(0);
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}
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bool Game_ChangeScene(void) {
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static u8 sHoldTimer = 0;
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static u8 sSceneSelect = SCENE_LOGO;
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static u8 sCurrentSceneId = SCENE_LOGO;
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static u8 sCurrentSetup = SCENE_LOGO;
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if (gSceneId != sCurrentSceneId) {
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sHoldTimer = 2;
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sCurrentSceneId = gSceneId;
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}
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if (sHoldTimer == 0) {
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sSceneSelect = sCurrentSceneId;
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sCurrentSetup = gSceneSetup;
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}
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Load_SceneSetup(sSceneSelect, sCurrentSetup);
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if (sHoldTimer) {
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sHoldTimer--;
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return true;
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}
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return false;
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}
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#define LEFT_MARGIN OTRGetRectDimensionFromLeftEdge(SCREEN_MARGIN)
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#define RIGHT_MARGIN OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH - SCREEN_MARGIN)
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void Game_InitMasterDL(Gfx** dList) {
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gSPDisplayList((*dList)++, gRcpInitDL);
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH - SCREEN_MARGIN,
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SCREEN_HEIGHT - SCREEN_MARGIN);
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gDPSetDepthImage((*dList)++, &gZBuffer);
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gDPSetColorImage((*dList)++, G_IM_FMT_RGBA, G_IM_SIZ_16b, RIGHT_MARGIN, &gZBuffer);
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gDPSetFillColor((*dList)++, FILL_COLOR(GPACK_ZDZ(G_MAXFBZ, 0)));
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gDPFillWideRectangle((*dList)++, LEFT_MARGIN, SCREEN_MARGIN, RIGHT_MARGIN, SCREEN_HEIGHT - SCREEN_MARGIN);
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gDPSetColorImage((*dList)++, G_IM_FMT_RGBA, G_IM_SIZ_16b, RIGHT_MARGIN, gFrameBuffer);
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if (gBlurAlpha < 255) {
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gDPPipeSync((*dList)++);
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gDPSetCycleType((*dList)++, G_CYC_1CYCLE);
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gDPSetCombineMode((*dList)++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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gDPSetRenderMode((*dList)++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
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gDPSetPrimColor((*dList)++, 0x00, 0x00, RGBA16_RED(gBgColor) * 8, RGBA16_GRN(gBgColor) * 8,
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RGBA16_BLU(gBgColor) * 8, gBlurAlpha);
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} else {
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gDPSetFillColor((*dList)++, FILL_COLOR(gBgColor | 1));
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}
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gDPFillWideRectangle((*dList)++, LEFT_MARGIN, SCREEN_MARGIN, RIGHT_MARGIN, SCREEN_HEIGHT - SCREEN_MARGIN);
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gDPPipeSync((*dList)++);
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gDPSetColorDither((*dList)++, G_CD_MAGICSQ);
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}
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void Game_InitStandbyDL(Gfx** dList) {
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gSPDisplayList((*dList)++, gRcpInitDL);
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT * 3);
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gDPSetFillColor((*dList)++, FILL_COLOR(0x0001));
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gDPSetColorImage((*dList)++, G_IM_FMT_RGBA, G_IM_SIZ_16b, RIGHT_MARGIN, gFrameBuffers[0].data);
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gDPFillWideRectangle((*dList)++, OTRGetDimensionFromLeftEdge(0), 0, OTRGetRectDimensionFromRightEdge(0),
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SCREEN_HEIGHT * 3 - 1);
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gDPPipeSync((*dList)++);
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gDPSetColorDither((*dList)++, G_CD_MAGICSQ);
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}
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void Game_InitFullViewport(void) {
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gViewport->vp.vscale[0] = gViewport->vp.vtrans[0] = SCREEN_WIDTH * 2;
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gViewport->vp.vscale[1] = gViewport->vp.vtrans[1] = SCREEN_HEIGHT * 2;
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gViewport->vp.vscale[2] = gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = gViewport->vp.vtrans[3] = 0;
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}
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void Game_InitViewport(Gfx** dList, u8 camCount, u8 camIndex) {
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switch (camCount) {
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case 4:
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switch (camIndex) {
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case 0:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT / 2);
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break;
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case 1:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_MARGIN,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT / 2);
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break;
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case 2:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_HEIGHT / 2, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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case 3:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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default:
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Game_InitFullViewport();
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break;
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}
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break;
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case 1:
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default:
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Game_InitFullViewport();
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break;
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}
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gSPViewport((*dList)++, gViewport++);
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}
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void Game_Draw(s32 playerNum) {
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FrameInterpolation_StartRecord();
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switch (gDrawMode) {
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case DRAW_NONE:
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break;
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case DRAW_TITLE:
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Background_DrawStarfield();
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OvlMenu_CallFunction(OVLCALL_TITLE_DRAW, NULL);
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break;
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case DRAW_OPTION:
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Background_DrawStarfield();
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OvlMenu_CallFunction(OVLCALL_OPTION_DRAW, NULL);
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break;
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case DRAW_MAP:
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Background_DrawStarfield();
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OvlMenu_CallFunction(OVLCALL_MAP_DRAW, NULL);
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break;
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case DRAW_PLAY:
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gPlayerNum = playerNum;
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Display_Update();
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break;
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case DRAW_UNK_MAP: // likely game over
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Background_DrawStarfield();
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OvlMenu_CallFunction(OVLCALL_UNKMAP_DRAW, NULL);
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break;
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case DRAW_UNK_VS:
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func_versus_800C2190();
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break;
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case DRAW_UNK_7:
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gPlayerNum = playerNum;
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func_pause_800A3CA0();
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break;
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case DRAW_ENDING:
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Background_DrawStarfield();
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gPlayerNum = playerNum;
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Ending_Draw();
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break;
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}
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FrameInterpolation_StopRecord();
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}
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void Game_SetScene(void) {
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switch (gGameState) {
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case GSTATE_INIT:
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gSceneId = SCENE_TITLE;
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gSceneSetup = 0;
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break;
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case GSTATE_TITLE:
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gSceneId = SCENE_TITLE;
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gSceneSetup = 0;
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break;
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case GSTATE_MENU:
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gSceneId = SCENE_MENU;
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gSceneSetup = 0;
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break;
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case GSTATE_MAP:
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gSceneId = SCENE_MAP;
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gSceneSetup = 0;
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return;
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case GSTATE_VS_INIT:
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gSceneId = SCENE_VERSUS;
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break;
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case GSTATE_PLAY:
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gSceneId = sLevelSceneIds[gCurrentLevel];
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break;
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case GSTATE_GAME_OVER:
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gSceneId = SCENE_GAME_OVER;
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gSceneSetup = 0;
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break;
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case GSTATE_ENDING:
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gSceneId = SCENE_CREDITS;
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break;
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}
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}
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void Game_Update(void) {
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s32 i;
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u8 partialFill;
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u8 soundMode;
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// @port: @event: Call GamePreUpdateEvent
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CALL_EVENT(GamePreUpdateEvent);
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Game_SetGameState();
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if (gGameStandby) {
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Game_InitStandbyDL(&gUnkDisp1);
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gGameStandby = false;
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return;
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}
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Game_InitMasterDL(&gUnkDisp1);
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Game_SetScene();
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if (Game_ChangeScene() != true) {
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Lib_InitPerspective(&gUnkDisp1);
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Game_InitViewport(&gUnkDisp1, gCamCount, 0);
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if (gNextGameStateTimer != 0) {
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gNextGameStateTimer--;
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}
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switch (gGameState) {
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case GSTATE_BOOT:
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gNextGameStateTimer = 2;
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gGameState++;
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break;
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case GSTATE_BOOT_WAIT:
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if (gNextGameStateTimer == 0) {
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gGameState++;
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}
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break;
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case GSTATE_SHOW_LOGO:
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RCP_SetupDL(&gMasterDisp, SETUPDL_76_OPTIONAL);
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
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Lib_TextureRect_IA8(&gMasterDisp, gNintendoLogo, 128, 74, 100.0f, 86.0f, 1.0f, 1.0f);
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gGameState++;
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break;
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case GSTATE_CHECK_SAVE:
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if (Save_Read() != 0) {
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#ifdef AVOID_UB
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gSaveFile.save = gDefaultSave;
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gSaveFile.backup = gDefaultSave;
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#else
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gSaveFile = *((SaveFile*) &gDefaultSave);
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#endif
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Save_Write();
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}
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gGameState++;
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Timer_CreateTask(MSEC_TO_CYCLES(1000), Timer_Increment, (s32*) &gGameState, 1);
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/* fallthrough */
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case GSTATE_LOGO_WAIT:
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RCP_SetupDL(&gMasterDisp, SETUPDL_76_OPTIONAL);
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
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Lib_TextureRect_IA8(&gMasterDisp, gNintendoLogo, 128, 74, 100.0f, 86.0f, 1.0f, 1.0f);
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break;
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case GSTATE_START:
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gGameState = GSTATE_INIT;
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gSceneId = SCENE_TITLE;
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gSceneSetup = 0;
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break;
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case GSTATE_INIT:
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gGameState = GSTATE_TITLE;
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gTitleState = 1;
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gClearPlayerInfo = true;
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Memory_FreeAll();
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Play_ClearObjectData();
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gCamCount = 1;
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gLifeCount[0] = 2;
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gPathProgress = 0.0f;
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D_hud_8016170C = gCsFrameCount = gShowLevelClearStatusScreen = gLevelStartStatusScreenTimer =
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gLevelClearScreenTimer = gVsMatchState = gVersusMode = gTitleState = gStarCount = gMapState =
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gPlayState = gOptionMenuStatus = gDrawMode = gShowBossHealth = gShowHud = gBgColor =
|
|
gFillScreenAlpha = 0;
|
|
gNextGameState = D_ctx_80177C94 = D_ctx_80177CAC = D_ctx_80177CB4 = D_ctx_80177CBC = D_ctx_80177CC4 =
|
|
D_ctx_80177C9C = D_ctx_80177CA4 = D_play_80161A5C = gLastGameState = GSTATE_NONE;
|
|
#ifdef MODS_BOOT_STATE
|
|
gNextGameState = MODS_BOOT_STATE;
|
|
#endif
|
|
CVarSetFloat("gMainMusicVolume", gSaveFile.save.data.musicVolume / 100.0f);
|
|
CVarSetFloat("gVoiceVolume", gSaveFile.save.data.voiceVolume / 100.0f);
|
|
CVarSetFloat("gSFXMusicVolume", gSaveFile.save.data.sfxVolume / 100.0f);
|
|
for (i = 0; i < 4; i++) {
|
|
gBoostButton[i] = L_CBUTTONS;
|
|
gBrakeButton[i] = D_CBUTTONS;
|
|
gShootButton[i] = A_BUTTON;
|
|
gBombButton[i] = B_BUTTON;
|
|
|
|
D_ctx_80177958[i] = 1.0f;
|
|
|
|
D_ctx_80177858[i] = 3;
|
|
gPlayerForms[i] = FORM_ARWING;
|
|
gShowReticles[i] = true;
|
|
gPlayerGlareAlphas[i] = 0;
|
|
}
|
|
|
|
gVersusStage = 0;
|
|
gVsPointsToWin = 3;
|
|
gBlurAlpha = 255;
|
|
for (i = 0; i < ARRAY_COUNT(gLeveLClearStatus); i++) {
|
|
gLeveLClearStatus[i] = 0;
|
|
}
|
|
|
|
gExpertMode = false;
|
|
gOptionSoundMode = gSaveFile.save.data.soundMode;
|
|
switch (gOptionSoundMode) {
|
|
case OPTIONSOUND_STEREO:
|
|
soundMode = SOUNDMODE_STEREO;
|
|
break;
|
|
case OPTIONSOUND_MONO:
|
|
soundMode = SOUNDMODE_MONO;
|
|
break;
|
|
case OPTIONSOUND_HEADSET:
|
|
soundMode = SOUNDMODE_HEADSET;
|
|
break;
|
|
default:
|
|
gOptionSoundMode = OPTIONSOUND_STEREO;
|
|
soundMode = SOUNDMODE_STEREO;
|
|
break;
|
|
}
|
|
SEQCMD_SET_SOUND_MODE(soundMode);
|
|
gVolumeSettings[AUDIO_TYPE_MUSIC] = gSaveFile.save.data.musicVolume;
|
|
gVolumeSettings[AUDIO_TYPE_VOICE] = gSaveFile.save.data.voiceVolume;
|
|
gVolumeSettings[AUDIO_TYPE_SFX] = gSaveFile.save.data.sfxVolume;
|
|
if (gVolumeSettings[AUDIO_TYPE_MUSIC] > 99) {
|
|
gVolumeSettings[AUDIO_TYPE_MUSIC] = 99;
|
|
}
|
|
if (gVolumeSettings[AUDIO_TYPE_VOICE] > 99) {
|
|
gVolumeSettings[AUDIO_TYPE_VOICE] = 99;
|
|
}
|
|
if (gVolumeSettings[AUDIO_TYPE_SFX] > 99) {
|
|
gVolumeSettings[AUDIO_TYPE_SFX] = 99;
|
|
}
|
|
Audio_SetVolume(AUDIO_TYPE_MUSIC, gVolumeSettings[AUDIO_TYPE_MUSIC]);
|
|
Audio_SetVolume(AUDIO_TYPE_VOICE, gVolumeSettings[AUDIO_TYPE_VOICE]);
|
|
Audio_SetVolume(AUDIO_TYPE_SFX, gVolumeSettings[AUDIO_TYPE_SFX]);
|
|
break;
|
|
|
|
case GSTATE_TITLE:
|
|
OvlMenu_CallFunction(OVLCALL_TITLE_UPDATE, NULL);
|
|
break;
|
|
case GSTATE_MENU:
|
|
OvlMenu_CallFunction(OVLCALL_OPTION_UPDATE, NULL);
|
|
break;
|
|
case GSTATE_MAP:
|
|
Map_Main();
|
|
break;
|
|
case GSTATE_VS_INIT:
|
|
Versus_StartMatch();
|
|
break;
|
|
case GSTATE_PLAY:
|
|
Play_Main();
|
|
break;
|
|
case GSTATE_GAME_OVER:
|
|
OvlMenu_CallFunction(OVLCALL_GAME_OVER_UPDATE, NULL);
|
|
break;
|
|
case GSTATE_ENDING:
|
|
gDrawMode = DRAW_ENDING;
|
|
Ending_Main();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Game_Draw(0);
|
|
|
|
if (gCamCount == 2) {
|
|
Game_InitViewport(&gMasterDisp, gCamCount, 1);
|
|
Game_Draw(1);
|
|
gDPPipeSync(gMasterDisp++);
|
|
gDPSetScissor(gMasterDisp++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH - SCREEN_MARGIN,
|
|
SCREEN_HEIGHT - SCREEN_MARGIN);
|
|
} else if ((gCamCount == 4) && (gDrawMode != DRAW_NONE)) {
|
|
Game_InitViewport(&gMasterDisp, gCamCount, 3);
|
|
Game_Draw(3);
|
|
Game_InitViewport(&gMasterDisp, gCamCount, 2);
|
|
Game_Draw(2);
|
|
Game_InitViewport(&gMasterDisp, gCamCount, 1);
|
|
Game_Draw(1);
|
|
gDPPipeSync(gMasterDisp++);
|
|
gDPSetScissor(gMasterDisp++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH - SCREEN_MARGIN,
|
|
SCREEN_HEIGHT - SCREEN_MARGIN);
|
|
gDPSetColorDither(gMasterDisp++, G_CD_NOISE);
|
|
gDPSetAlphaDither(gMasterDisp++, G_AD_NOISE);
|
|
gDPSetCycleType(gMasterDisp++, G_CYC_1CYCLE);
|
|
gDPSetCombineMode(gMasterDisp++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
|
|
gDPSetRenderMode(gMasterDisp++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 0);
|
|
gDPFillRectangle(gMasterDisp++, SCREEN_WIDTH / 2 - 2 - 1, SCREEN_MARGIN, SCREEN_WIDTH / 2 + 2,
|
|
SCREEN_HEIGHT - SCREEN_MARGIN);
|
|
gDPFillRectangle(gMasterDisp++, SCREEN_MARGIN, SCREEN_HEIGHT / 2 - 2 - 1, SCREEN_WIDTH - SCREEN_MARGIN,
|
|
SCREEN_HEIGHT / 2 + 2);
|
|
|
|
if (gLevelType == LEVELTYPE_PLANET) {
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 255);
|
|
} else {
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 100, 100, 255, 255);
|
|
}
|
|
gDPFillRectangle(gMasterDisp++, SCREEN_WIDTH / 2 - 1 - 1, SCREEN_MARGIN, SCREEN_WIDTH / 2 + 1,
|
|
SCREEN_HEIGHT - SCREEN_MARGIN);
|
|
gDPFillRectangle(gMasterDisp++, SCREEN_MARGIN, SCREEN_HEIGHT / 2 - 1 - 1, SCREEN_WIDTH - SCREEN_MARGIN,
|
|
SCREEN_HEIGHT / 2 + 1);
|
|
|
|
HUD_8008CB8C();
|
|
}
|
|
|
|
partialFill = false;
|
|
|
|
if (gCamCount == 1) {
|
|
Graphics_FillRectangle(&gMasterDisp, OTRGetRectDimensionFromLeftEdge(0), 0,
|
|
OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH - 1), SCREEN_HEIGHT - 1,
|
|
gPlayerGlareReds[0], gPlayerGlareGreens[0], gPlayerGlareBlues[0],
|
|
gPlayerGlareAlphas[0]);
|
|
if ((gDrawMode == DRAW_PLAY) || (gDrawMode == DRAW_ENDING)) {
|
|
Radio_Draw();
|
|
if (gShowHud) {
|
|
HUD_Draw();
|
|
CALL_CANCELLABLE_EVENT(DrawEdgeArrowsHUDEvent){
|
|
HUD_EdgeArrows_Update();
|
|
}
|
|
}
|
|
CALL_CANCELLABLE_EVENT(DrawBossHealthHUDEvent){
|
|
HUD_DrawBossHealth();
|
|
}
|
|
}
|
|
} else {
|
|
for (i = 0; i < gCamCount; i++) {
|
|
if (gPlayer[i].dmgEffectTimer != 0) {
|
|
|
|
Graphics_FillRectangle(&gMasterDisp, sVsCameraULx[i], sVsCameraULy[i], sVsCameraLRx[i],
|
|
sVsCameraLRy[i], gFillScreenRed, gFillScreenGreen, gFillScreenBlue,
|
|
gFillScreenAlpha);
|
|
partialFill = true;
|
|
} else {
|
|
Graphics_FillRectangle(&gMasterDisp, sVsCameraULx[i], sVsCameraULy[i], sVsCameraLRx[i],
|
|
sVsCameraLRy[i], gPlayerGlareReds[i], gPlayerGlareGreens[i],
|
|
gPlayerGlareBlues[i], gPlayerGlareAlphas[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
Background_dummy_80040CDC();
|
|
HUD_DrawStatusScreens();
|
|
AllRange_DrawCountdown();
|
|
|
|
if ((gGameState == GSTATE_PLAY) && gVersusMode) {
|
|
Versus_Draw();
|
|
}
|
|
|
|
Wipe_Draw(WIPE_CIRCULAR, gCircleWipeFrame);
|
|
|
|
if (!partialFill) {
|
|
Graphics_FillRectangle(&gMasterDisp, OTRGetRectDimensionFromLeftEdge(0), 0,
|
|
OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH), SCREEN_HEIGHT,
|
|
gFillScreenRed, gFillScreenGreen, gFillScreenBlue, gFillScreenAlpha);
|
|
}
|
|
Audio_dummy_80016A50();
|
|
|
|
// @port: @event: Call GamePostUpdateEvent
|
|
CALL_EVENT(GamePostUpdateEvent);
|
|
}
|
|
}
|
|
|
|
#if MODS_FPS_COUNTER == 1
|
|
#include "../mods/fpscounter.c"
|
|
#endif
|
|
#if MODS_RAM_MOD == 1
|
|
#include "../mods/object_ram.c"
|
|
#endif
|
|
#if MODS_SPAWNER == 1
|
|
#include "../mods/spawner.c"
|
|
#endif
|
|
|
|
Actor* Game_SpawnActor(ObjectId objId) {
|
|
Actor* actor = &gActors[0];
|
|
s32 i;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) {
|
|
if (actor->obj.status == OBJ_FREE) {
|
|
Actor_Initialize(actor);
|
|
actor->obj.status = OBJ_INIT;
|
|
actor->obj.id = objId;
|
|
Object_SetInfo(&actor->info, actor->obj.id);
|
|
break;
|
|
}
|
|
}
|
|
if (i == ARRAY_COUNT(gActors)) {
|
|
actor = NULL;
|
|
}
|
|
return actor;
|
|
}
|