z_room (1 non-matching) (#1143)

* begin room docs and decomp

* match Room_DrawImageSingle

* match Room_DrawImageMulti

* Room_AllocateAndLoad non-matching

* big improvements on Room_DrawCullable

* match Room_AllocateAndLoad

* improvement?

* cleanup

* comments

* cleanup

* small pr suggestions

* PR Suggestions

* cleanup sceneCmds

* some PR

* PR Suggestions

* more PR Suggestions

* col to collision
This commit is contained in:
engineer124
2023-03-23 09:36:09 +11:00
committed by GitHub
parent 9bb978527f
commit 2cb01b5b6a
26 changed files with 907 additions and 404 deletions
+37 -42
View File
@@ -1888,19 +1888,14 @@ Gfx* Gfx_PrimColor(GraphicsContext* gfxCtx, s32 lodfrac, s32 r, s32 g, s32 b, s3
void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g, u8 b);
void func_8012D374(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b);
void func_8012D40C(f32* param_1, f32* param_2, s16* param_3);
void Room_nop8012D510(PlayState* play, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4);
void Room_DrawType3Mesh(PlayState* play, Room* room, u32 flags);
void Room_DrawType0Mesh(PlayState* play, Room* room, u32 flags);
void Room_DrawType2Mesh(PlayState* play, Room* room, u32 flags);
void func_8012DEE8(PlayState* play, Room* room, u32 flags);
u32 func_8012E254(s32 param_1, PlayState* play);
void func_8012E32C(PlayState* play, Room* room, u32 flags);
void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags);
void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_Init(PlayState* play, RoomContext* roomCtx);
u32 Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index);
s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx);
void Room_Draw(PlayState* play, Room* room, u32 flags);
void func_8012EBF8(PlayState* play, RoomContext* roomCtx);
s32 Inventory_GetBtnBItem(PlayState* play);
void Inventory_ChangeEquipment(s16 value);
@@ -1919,40 +1914,40 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index);
void Object_LoadAll(ObjectContext* objectCtx);
void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id);
void Scene_HeaderCmdSpawnList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdActorList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdActorCutsceneCamList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdColHeader(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdRoomList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdEntranceList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdMesh(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdObjectList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdLightList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdPathList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdTransiActorList(PlayState* play, SceneCmd* cmd);
void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd);
void Scene_CommandActorList(PlayState* play, SceneCmd* cmd);
void Scene_CommandActorCutsceneCamList(PlayState* play, SceneCmd* cmd);
void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd);
void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd);
void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd);
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd);
void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd);
void Scene_CommandMesh(PlayState* play, SceneCmd* cmd);
void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd);
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd);
void Scene_CommandPathList(PlayState* play, SceneCmd* cmd);
void Scene_CommandTransiActorList(PlayState* play, SceneCmd* cmd);
void Door_InitContext(GameState* gameState, DoorContext* doorCtx);
void Scene_HeaderCmdEnvLightSettings(PlayState* play, SceneCmd* cmd);
void Scene_CommandEnvLightSettings(PlayState* play, SceneCmd* cmd);
void Scene_LoadAreaTextures(PlayState* play, s32 fileIndex);
void Scene_HeaderCmdSkyboxSettings(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdSkyboxDisables(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdTimeSettings(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdWindSettings(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdExitList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmd09(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdSoundSettings(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdEchoSetting(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdAltHeaderList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdCutsceneList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdActorCutsceneList(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdMiniMap(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmd1D(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdMiniMapCompassInfo(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdSetRegionVisitedFlag(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdAnimatedMaterials(PlayState* play, SceneCmd* cmd);
void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd);
void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd);
void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd);
void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd);
void Scene_CommandExitList(PlayState* play, SceneCmd* cmd);
void Scene_Command09(PlayState* play, SceneCmd* cmd);
void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd);
void Scene_CommandEchoSetting(PlayState* play, SceneCmd* cmd);
void Scene_CommandAltHeaderList(PlayState* play, SceneCmd* cmd);
void Scene_CommandCutsceneList(PlayState* play, SceneCmd* cmd);
void Scene_CommandActorCutsceneList(PlayState* play, SceneCmd* cmd);
void Scene_CommandMiniMap(PlayState* play, SceneCmd* cmd);
void Scene_Command1D(PlayState* play, SceneCmd* cmd);
void Scene_CommandMiniMapCompassInfo(PlayState* play, SceneCmd* cmd);
void Scene_CommandSetRegionVisitedFlag(PlayState* play, SceneCmd* cmd);
void Scene_CommandAnimatedMaterials(PlayState* play, SceneCmd* cmd);
void Scene_SetExitFade(PlayState* play);
s32 Scene_ProcessHeader(PlayState* play, SceneCmd* header);
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);
u16 Entrance_CreateFromSpawn(s32 spawn);
void Scene_Draw(PlayState* play);
@@ -2319,7 +2314,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams)
void func_80169EFC(GameState* thisx);
void func_80169F78(GameState* thisx);
void func_80169FDC(GameState* thisx);
s32 func_80169FFC(GameState* thisx);
s32 Play_CamIsNotFixed(GameState* thisx);
s32 FrameAdvance_IsEnabled(GameState* thisx);
s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
@@ -2367,7 +2362,7 @@ void PreRender_ApplyFiltersSlowlyInit(PreRender* this);
void PreRender_ApplyFiltersSlowlyDestroy(PreRender* this);
void func_801720C4(PreRender* this);
void func_801720FC(PreRenderParams* params, Gfx** gfxp);
void func_80172758(Gfx** gfxp, void* timg, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tt, u16 arg8, f32 x, f32 y, f32 xScale, f32 yScale, u32 flags);
void Prerender_DrawBackground2D(Gfx** gfxp, void* timg, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tt, u16 arg8, f32 x, f32 y, f32 xScale, f32 yScale, u32 flags);
void THGA_Ct(TwoHeadGfxArena* thga, Gfx* start, size_t size);
void THGA_Dt(TwoHeadGfxArena* thga);
u32 THGA_IsCrash(TwoHeadGfxArena* thga);