papermario/src/main_loop.c
HailSanta 54e7bb973c
all sounds named (#1120)
* 128 left

* all sounds done

* most battle flags

* battle message states

* status bar and shop cleanup

---------

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
2023-10-22 08:39:20 -04:00

367 lines
11 KiB
C

#include "common.h"
#include "nu/nusys.h"
#include "ld_addrs.h"
#include "hud_element.h"
#include "sprite.h"
#include "overlay.h"
#include "game_modes.h"
SHIFT_BSS s32 gOverrideFlags;
SHIFT_BSS s32 timeFreezeMode;
SHIFT_BSS u16** nuGfxCfb;
SHIFT_BSS s16 SoftResetDelay;
SHIFT_BSS DisplayContext D_80164000[2];
s8 gGameStepDelayAmount = 1;
s8 gGameStepDelayCount = 5;
GameStatus gGameStatus = {
.curButtons = { 0 },
.pressedButtons = { 0 },
.heldButtons = { 0 },
.prevButtons = { 0 },
.stickX = { 0 },
.stickY = { 0 },
.unk_48 = { 0 },
.unk_50 = { 0 },
};
GameStatus* gGameStatusPtr = &gGameStatus;
s16 SoftResetOverlayAlpha = 0;
s16 SoftResetState = 0;
s32 D_800741A4 = 0;
Mtx MasterIdentityMtx = RDP_MATRIX(
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000
);
s32 D_800741E8[2] = {0, 0}; // padding?
u16 gMatrixListPos = 0;
u16 D_800741F2 = 0;
s32 gCurrentDisplayContextIndex = 0;
s32 gPauseBackgroundFade = 0;
s32 D_800741FC = 0;
void gfx_init_state(void);
void gfx_draw_background(void);
void step_game_loop(void) {
PlayerData* playerData = &gPlayerData;
const int MAX_GAME_TIME = 1000*60*60*60 - 1; // 1000 hours minus one frame at 60 fps
#if !VERSION_JP
update_input();
#endif
gGameStatusPtr->frameCounter++;
playerData->frameCounter += 2;
if (playerData->frameCounter > MAX_GAME_TIME) {
playerData->frameCounter = MAX_GAME_TIME;
}
#if VERSION_JP
update_input();
#endif
update_max_rumble_duration();
if (gGameStepDelayCount != 0) {
gGameStepDelayCount-- ;
if (gGameStepDelayCount == 0) {
gGameStepDelayCount = gGameStepDelayAmount;
} else {
return;
}
}
mdl_reset_transform_flags();
npc_iter_no_op();
update_workers();
update_triggers();
update_scripts();
update_messages();
update_hud_elements();
step_current_game_mode();
update_entities();
func_80138198();
bgm_update_music_settings();
update_ambient_sounds();
sfx_update_env_sound_params();
update_windows();
update_curtains();
if (gOverrideFlags & GLOBAL_OVERRIDES_SOFT_RESET) {
switch (SoftResetState) {
case 0:
gOverrideFlags |= GLOBAL_OVERRIDES_200;
disable_player_input();
if (SoftResetOverlayAlpha == 255) {
SoftResetState = 1;
SoftResetDelay = 3;
} else {
SoftResetOverlayAlpha += 10;
if (SoftResetOverlayAlpha > 255) {
SoftResetOverlayAlpha = 255;
}
}
break;
case 1:
gOverrideFlags |= GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
SoftResetDelay--;
if (SoftResetDelay == 0) {
sfx_stop_env_sounds();
set_game_mode(GAME_MODE_STARTUP);
gOverrideFlags &= ~GLOBAL_OVERRIDES_SOFT_RESET;
}
break;
}
} else {
SoftResetOverlayAlpha = 0;
SoftResetState = 0;
}
if (gOverrideFlags & GLOBAL_OVERRIDES_DISABLE_BATTLES) {
gOverrideFlags |= GLOBAL_OVERRIDES_PREV_DISABLE_BATTLES;
} else {
gOverrideFlags &= ~GLOBAL_OVERRIDES_PREV_DISABLE_BATTLES;
}
if (gOverrideFlags & GLOBAL_OVERRIDES_200) {
gOverrideFlags |= GLOBAL_OVERRIDES_PREV_200;
} else {
gOverrideFlags &= ~GLOBAL_OVERRIDES_PREV_200;
}
if (gOverrideFlags & GLOBAL_OVERRIDES_400) {
gOverrideFlags |= GLOBAL_OVERRIDES_PREV_400;
} else {
gOverrideFlags &= ~GLOBAL_OVERRIDES_PREV_400;
}
if (gOverrideFlags & GLOBAL_OVERRIDES_800) {
gOverrideFlags |= GLOBAL_OVERRIDES_PREV_800;
} else {
gOverrideFlags &= ~GLOBAL_OVERRIDES_PREV_800;
}
// Unused rand_int used to advance the global random seed each visual frame
rand_int(1);
}
void gfx_task_background(void) {
gDisplayContext = &D_80164000[gCurrentDisplayContextIndex];
gMainGfxPos = &gDisplayContext->backgroundGfx[0];
gfx_init_state();
gfx_draw_background();
gDPFullSync(gMainGfxPos++);
gSPEndDisplayList(gMainGfxPos++);
// TODO these << 3 >> 3 shouldn't be necessary. There's almost definitely something we're missing here...
ASSERT((s32)((u32)((gMainGfxPos - gDisplayContext->backgroundGfx) << 3) >> 3) < ARRAY_COUNT(
gDisplayContext->backgroundGfx))
nuGfxTaskStart(&gDisplayContext->backgroundGfx[0], (u32)(gMainGfxPos - gDisplayContext->backgroundGfx) * 8,
NU_GFX_UCODE_F3DEX2, NU_SC_NOSWAPBUFFER);
}
void gfx_draw_frame(void) {
gMatrixListPos = 0;
gMainGfxPos = &gDisplayContext->mainGfx[0];
if (gOverrideFlags & GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME) {
gCurrentDisplayContextIndex = gCurrentDisplayContextIndex ^ 1;
return;
}
gSPMatrix(gMainGfxPos++, &MasterIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
spr_render_init();
if (!(gOverrideFlags & GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD)) {
render_frame(FALSE);
}
player_render_interact_prompts();
func_802C3EE4();
render_screen_overlay_backUI();
render_workers_backUI();
render_hud_elements_backUI();
render_effects_UI();
state_render_backUI();
if (!(gOverrideFlags & GLOBAL_OVERRIDES_WINDOWS_OVER_CURTAINS)) {
render_window_root();
}
if (!(gOverrideFlags & GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD) && gGameStatusPtr->debugScripts == DEBUG_SCRIPTS_NONE) {
render_frame(TRUE);
}
if (!(gOverrideFlags & GLOBAL_OVERRIDES_MESSAGES_OVER_CURTAINS)
&& !(gOverrideFlags & GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI)
) {
render_messages();
}
render_workers_frontUI();
render_hud_elements_frontUI();
render_screen_overlay_frontUI();
if (!(gOverrideFlags & GLOBAL_OVERRIDES_MESSAGES_OVER_CURTAINS)
&& (gOverrideFlags & GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI)
) {
render_messages();
}
render_curtains();
if (gOverrideFlags & GLOBAL_OVERRIDES_MESSAGES_OVER_CURTAINS) {
render_messages();
}
if (gOverrideFlags & GLOBAL_OVERRIDES_WINDOWS_OVER_CURTAINS) {
render_window_root();
}
state_render_frontUI();
if (gOverrideFlags & GLOBAL_OVERRIDES_SOFT_RESET) {
switch (SoftResetState) {
case 0:
case 1:
_render_transition_stencil(OVERLAY_SCREEN_MARIO, SoftResetOverlayAlpha, NULL);
break;
}
}
ASSERT((s32)(((u32)(gMainGfxPos - gDisplayContext->mainGfx) << 3) >> 3) < ARRAY_COUNT(gDisplayContext->mainGfx));
gDPFullSync(gMainGfxPos++);
gSPEndDisplayList(gMainGfxPos++);
nuGfxTaskStart(gDisplayContext->mainGfx, (u32)(gMainGfxPos - gDisplayContext->mainGfx) * 8, NU_GFX_UCODE_F3DEX2,
NU_SC_TASK_LODABLE | NU_SC_SWAPBUFFER);
gCurrentDisplayContextIndex = gCurrentDisplayContextIndex ^ 1;
crash_screen_set_draw_info(nuGfxCfb_ptr, SCREEN_WIDTH, SCREEN_HEIGHT);
}
void load_engine_data(void) {
s32 i;
DMA_COPY_SEGMENT(engine4);
DMA_COPY_SEGMENT(engine1);
DMA_COPY_SEGMENT(evt);
DMA_COPY_SEGMENT(entity);
DMA_COPY_SEGMENT(engine2);
DMA_COPY_SEGMENT(font_width);
gOverrideFlags = 0;
gGameStatusPtr->unk_79 = 0;
gGameStatusPtr->backgroundFlags = 0;
gGameStatusPtr->musicEnabled = TRUE;
gGameStatusPtr->healthBarsEnabled = TRUE;
gGameStatusPtr->introPart = INTRO_PART_NONE;
gGameStatusPtr->demoBattleFlags = 0;
gGameStatusPtr->multiplayerEnabled = FALSE;
gGameStatusPtr->altViewportOffset.x = -8;
gGameStatusPtr->altViewportOffset.y = 4;
timeFreezeMode = 0;
gGameStatusPtr->debugQuizmo = gGameStatusPtr->unk_13C = 0;
gGameStepDelayCount = 5;
gGameStatusPtr->saveCount = 0;
fio_init_flash();
func_80028838();
general_heap_create();
clear_render_tasks();
clear_worker_list();
clear_script_list();
create_cameras_a();
clear_player_status();
spr_init_sprites(PLAYER_SPRITES_MARIO_WORLD);
clear_entity_models();
clear_animator_list();
clear_model_data();
clear_sprite_shading_data();
reset_background_settings();
clear_character_set();
clear_printers();
clear_game_modes();
clear_npcs();
hud_element_clear_cache();
clear_trigger_data();
clear_entity_data(FALSE);
clear_player_data();
init_encounter_status();
clear_screen_overlays();
clear_effect_data();
clear_saved_variables();
clear_item_entity_data();
bgm_reset_sequence_players();
reset_ambient_sounds();
sfx_clear_sounds();
clear_windows();
initialize_curtains();
poll_rumble();
for (i = 0; i < ARRAY_COUNT(gGameStatusPtr->unk_50); i++) {
gGameStatusPtr->unk_50[i] = 3;
gGameStatusPtr->unk_48[i] = 12;
}
gOverrideFlags |= GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
set_game_mode(GAME_MODE_STARTUP);
}
/// Time freeze modes:
/// 0: normal
/// 1: NPCs move, can't be interacted with
/// 2: NPCs don't move, no partner ability, can't interact, can't use exits
/// 3: NPCs don't more or animate
/// 4: NPCs can move, animations don't update, can use exits
void set_time_freeze_mode(s32 mode) {
switch (mode) {
case TIME_FREEZE_NORMAL:
timeFreezeMode = mode;
gOverrideFlags &= ~(GLOBAL_OVERRIDES_800 | GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_200 | GLOBAL_OVERRIDES_DISABLE_BATTLES);
resume_all_group(EVT_GROUP_01 | EVT_GROUP_02);
break;
case TIME_FREEZE_PARTIAL:
timeFreezeMode = mode;
gOverrideFlags &= ~(GLOBAL_OVERRIDES_800 | GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_200);
gOverrideFlags |= GLOBAL_OVERRIDES_DISABLE_BATTLES;
suspend_all_group(EVT_GROUP_01);
break;
case TIME_FREEZE_FULL:
timeFreezeMode = mode;
gOverrideFlags &= ~(GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_800);
gOverrideFlags |= GLOBAL_OVERRIDES_200 | GLOBAL_OVERRIDES_DISABLE_BATTLES;
suspend_all_group(EVT_GROUP_02);
break;
case TIME_FREEZE_POPUP_MENU:
timeFreezeMode = mode;
gOverrideFlags &= ~GLOBAL_OVERRIDES_800;
gOverrideFlags |= GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_200 | GLOBAL_OVERRIDES_DISABLE_BATTLES;
suspend_all_group(EVT_GROUP_02);
break;
case TIME_FREEZE_EXIT:
timeFreezeMode = mode;
gOverrideFlags |= GLOBAL_OVERRIDES_800 | GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_200 | GLOBAL_OVERRIDES_DISABLE_BATTLES;
break;
}
}
s32 get_time_freeze_mode(void) {
return timeFreezeMode;
}
#if VERSION_IQUE
static const f32 rodata_padding[] = {0.0f, 0.0f};
#endif