sm64pc/src/game/star_select.c
2019-09-01 15:50:50 -04:00

287 lines
10 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "game.h"
#include "memory.h"
#include "area.h"
#include "save_file.h"
#include "object_helpers.h"
#include "engine/behavior_script.h"
#include "ingame_menu.h"
#include "text_strings.h"
#include "audio/external.h"
#include "level_update.h"
#include "segment2.h"
#include "segment7.h"
#include "star_select.h"
#include "model_ids.h"
#include "object_list_processor.h"
static struct Object *sStarSelectIcons[8];
static s8 sCurrentMission; // The mission the course is loaded as, affects whether some objects spawn.
static u8 sObtainedStars; // Number of obtained stars, excluding the coin star.
static s8 sVisibleStars; // Total number of stars that appear in the act selector menu
static u8 sDefaultSelectedAct; // Act selected when the menu is first opened.
extern u8 bhvStarInActSelector[];
static s8 sSelectedAct = 0;
static s8 sSelectedStarIndex = 0;
static s32 sActSelectorMenuTimer = 0; // Delays the time until you can select an act.
void BehStarActSelectorLoop(void) {
switch (gCurrentObject->oStarSelectorType) {
case STAR_SELECTOR_NOT_SELECTED:
gCurrentObject->oStarSelectorSize -= 0.1;
if (gCurrentObject->oStarSelectorSize < 1.0) {
gCurrentObject->oStarSelectorSize = 1.0;
}
gCurrentObject->oFaceAngleYaw = 0;
break;
case STAR_SELECTOR_SELECTED:
gCurrentObject->oStarSelectorSize += 0.1;
if (gCurrentObject->oStarSelectorSize > 1.3) {
gCurrentObject->oStarSelectorSize = 1.3;
}
gCurrentObject->oFaceAngleYaw += 0x800;
break;
case STAR_SELECTOR_100_COINS:
gCurrentObject->oFaceAngleYaw += 0x800;
break;
}
obj_scale(gCurrentObject->oStarSelectorSize);
gCurrentObject->oStarSelectorTimer++; // unused timer field? only ever referenced here
}
void Show100CoinStar(u8 stars) {
if (stars & (1 << 6)) {
// If the 100 coin star has been collected, create a new star selector next to the coin score.
sStarSelectIcons[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
bhvStarInActSelector, 370, 24, -300, 0, 0, 0);
sStarSelectIcons[6]->oStarSelectorSize = 0.8;
sStarSelectIcons[6]->oStarSelectorType = STAR_SELECTOR_100_COINS;
}
}
void BehActSelectorInit(void) {
s16 i = 0;
s32 selectorModelIDs[10];
u8 stars = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1);
sVisibleStars = 0;
while (i != sObtainedStars) {
if (stars & (1 << sVisibleStars)) { // Star has been collected
selectorModelIDs[sVisibleStars] = MODEL_STAR;
i++;
} else { // Star has not been collected
selectorModelIDs[sVisibleStars] = MODEL_TRANSPARENT_STAR;
// If this is the first star that has not been collected, set
// the default selection to this star.
if (sDefaultSelectedAct == 0) {
sDefaultSelectedAct = sVisibleStars + 1;
sSelectedStarIndex = sVisibleStars;
}
}
sVisibleStars++;
}
// If the stars have been collected in order so far, show the next star.
if (sVisibleStars == sObtainedStars && sVisibleStars != 6) {
selectorModelIDs[sVisibleStars] = MODEL_TRANSPARENT_STAR;
sDefaultSelectedAct = sVisibleStars + 1;
sSelectedStarIndex = sVisibleStars;
sVisibleStars++;
}
// If all stars have been collected, set the default selection to the last star.
if (sObtainedStars == 6) {
sDefaultSelectedAct = sVisibleStars;
}
//! Useless, since sDefaultSelectedAct has already been set in this
//! scenario by the code that shows the next uncollected star.
if (sObtainedStars == 0) {
sDefaultSelectedAct = 1;
}
for (i = 0; i < sVisibleStars; i++) { // Spawn star selector objects
sStarSelectIcons[i] =
spawn_object_abs_with_rot(gCurrentObject, 0, selectorModelIDs[i], bhvStarInActSelector,
75 + sVisibleStars * -75 + i * 152, 248, -300, 0, 0, 0);
sStarSelectIcons[i]->oStarSelectorSize = 1.0f;
}
Show100CoinStar(stars);
}
void BehActSelectorLoop(void) {
s8 i;
u8 starIndexCounter;
u8 stars = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1);
if (sObtainedStars != 6) {
// Sometimes, stars are not selectable even if they appear on the screen.
// This code filters selectable and non-selectable stars.
sSelectedAct = 0;
handleMenuScrolling(MENU_SCROLL_HORIZONTAL, &sSelectedStarIndex, 0, sObtainedStars);
starIndexCounter = sSelectedStarIndex;
for (i = 0; i < sVisibleStars; i++) {
// Can the star be selected (is it either already completed or the first non-completed mission)
if ((stars & (1 << i)) || i + 1 == sDefaultSelectedAct) {
if (starIndexCounter == 0) { // We have reached the sSelectedStarIndex-th selectable star.
sSelectedAct = i;
break;
}
starIndexCounter--;
}
}
} else {
// If all stars are collected then they are all selectable.
handleMenuScrolling(MENU_SCROLL_HORIZONTAL, &sSelectedStarIndex, 0, sVisibleStars - 1);
sSelectedAct = sSelectedStarIndex;
}
for (i = 0; i < sVisibleStars; i++) {
if (sSelectedAct == i) {
sStarSelectIcons[i]->oStarSelectorType = STAR_SELECTOR_SELECTED;
} else {
sStarSelectIcons[i]->oStarSelectorType = STAR_SELECTOR_NOT_SELECTED;
}
}
}
static void ShowCourseNumber(void) {
u8 courseNum[4];
dl_add_new_translation_matrix(1, 158.0f, 81.0f, 0.0f);
gSPDisplayList(gDisplayListHead++, main_menu_seg7_dl_0700F228);
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
Int2Str(gCurrCourseNum, courseNum);
if (gCurrCourseNum < 10) {
PutString(2, 152, 158, courseNum);
} else {
PutString(2, 143, 158, courseNum);
}
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
}
static void ShowActSelectorMenu(void) {
// TODO: EU relocates level and act name tables to translation segment 0x19
#ifndef VERSION_EU
#ifdef VERSION_JP
unsigned char myScore[] = { TEXT_MY_SCORE };
#else
unsigned char myScore[] = { TEXT_MYSCORE };
#endif
unsigned char starNumbers[] = { TEXT_0 };
u32 *levelNameTbl = (u32 *) segmented_to_virtual(seg2_level_name_table);
u8 *currLevelName = (u8 *) segmented_to_virtual((void *) levelNameTbl[gCurrCourseNum - 1]);
u32 *actNameTbl = (u32 *) segmented_to_virtual(seg2_act_name_table);
u8 *selectedActName;
s16 x;
s16 x2;
s8 i;
dl_add_new_ortho_matrix();
// Display the coin highscore.
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
ShowCoins(1, gCurrSaveFileNum - 1, gCurrCourseNum - 1, 155, 106);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
gSPDisplayList(gDisplayListHead++, dl_ia8_text_begin);
gDPSetEnvColor(gDisplayListHead++, 0, 0, 0, 255);
// Display the "MY SCORE" text
if (save_file_get_course_coin_score(gCurrSaveFileNum - 1, gCurrCourseNum - 1) != 0) {
PrintGenericText(102, 118, myScore);
}
// Display the level name; add 3 to skip the number and spacing to get to the actual string to center.
x = get_str_x_pos_from_center(160, currLevelName + 3, 10.0f);
PrintGenericText(x, 33, currLevelName + 3);
// Display the course number.
gSPDisplayList(gDisplayListHead++, dl_ia8_text_end);
ShowCourseNumber();
gSPDisplayList(gDisplayListHead++, main_menu_seg7_dl_0700D108);
gDPSetEnvColor(gDisplayListHead++, 0, 0, 0, 255);
// Display the name of the selected act.
if (sVisibleStars != 0) {
selectedActName = (u8 *) segmented_to_virtual((void *) (actNameTbl[(gCurrCourseNum - 1) * 6 + sSelectedAct]));
#ifdef VERSION_JP
x2 = get_str_x_pos_from_center(158, selectedActName, 8.0f);
#else
x2 = get_str_x_pos_from_center(163, selectedActName, 8.0f);
#endif
PrintRegularText(x2, 81, selectedActName);
}
// Display the numbers above each star.
for (i = 1; i <= sVisibleStars; i++) {
starNumbers[0] = i;
PrintRegularText(i * 34 - sVisibleStars * 17 + 0x8B, 38, starNumbers);
}
gSPDisplayList(gDisplayListHead++, main_menu_seg7_dl_0700D160);
#endif // !VERSION_EU
}
//! @bug Another geo function missing the third param. Harmless in practice due to o32 convention.
Gfx *Geo18_80177518(s16 run, UNUSED struct GraphNode *node) {
if (run == TRUE) {
ShowActSelectorMenu();
}
return NULL;
}
void LevelProc_80177560(UNUSED s32 a, UNUSED s32 b) {
u8 stars = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1);
sCurrentMission = 0;
sDefaultSelectedAct = 0;
sVisibleStars = 0;
sActSelectorMenuTimer = 0;
sObtainedStars = save_file_get_course_star_count(gCurrSaveFileNum - 1, gCurrCourseNum - 1);
// Don't count 100 coin star
if (stars & (1 << 6)) {
sObtainedStars--;
}
}
int LevelProc_80177610(UNUSED s32 a, UNUSED s32 b) {
if (sActSelectorMenuTimer >= 11) {
if ((gPlayer3Controller->buttonPressed & A_BUTTON)
|| (gPlayer3Controller->buttonPressed & START_BUTTON)
|| (gPlayer3Controller->buttonPressed & B_BUTTON)) {
#ifdef VERSION_JP
play_sound(SOUND_MENU_STARSOUND, gDefaultSoundArgs);
#else
play_sound(SOUND_MENU_STARSOUNDLETSAGO, gDefaultSoundArgs);
#endif
if (sDefaultSelectedAct > sSelectedAct) {
sCurrentMission = sSelectedAct + 1;
} else {
sCurrentMission = sDefaultSelectedAct;
}
D_80330534 = sSelectedAct + 1;
}
}
area_update_objects();
sActSelectorMenuTimer++;
return sCurrentMission;
}