Port some of z_room from the oot decomp

This commit is contained in:
rozlette
2019-12-24 01:46:19 -06:00
parent 48718def55
commit d6faee7318
7 changed files with 257 additions and 81 deletions
+152
View File
@@ -0,0 +1,152 @@
#include <ultra64.h>
#include <global.h>
void Room_nop8012D510(GlobalContext* ctxt, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) {}
void Room_DrawType3Mesh(GlobalContext* ctxt, Room* room, u32 flags) {}
void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
RoomMeshType0* mesh;
s32 i;
RoomMeshType0Params* meshParams;
GraphicsContext* gCtxt;
UNK_TYPE4 pad;
gCtxt = ctxt->common.gCtxt;
if (flags & 1) {
func_800BCBF4(&D_801C1D10, ctxt);
gSPSegment(gCtxt->polyOpa.append++, 0x03, room->vramAddr);
func_8012C268(ctxt);
gSPMatrix(gCtxt->polyOpa.append++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
func_800BCC68(&D_801C1D10, ctxt);
gSPSegment(gCtxt->polyXlu.append++, 0x03, room->vramAddr);
func_8012C2DC(ctxt->common.gCtxt);
gSPMatrix(gCtxt->polyXlu.append++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
mesh = &room->mesh->type0;
meshParams = (RoomMeshType0Params*)Lib_PtrSegToVirt((u32)mesh->paramsStart);
for (i = 0; i < mesh->count; i++) {
if ((flags & 1) && (meshParams->opaqueDl != NULL)) {
gSPDisplayList(gCtxt->polyOpa.append++, meshParams->opaqueDl);
}
if ((flags & 2) && (meshParams->translucentDl != NULL)) {
gSPDisplayList(gCtxt->polyXlu.append++, meshParams->translucentDl);
}
meshParams++;
}
}
GLOBAL_ASM("asm/nonmatching/z_room/Room_DrawType2Mesh.asm")
GLOBAL_ASM("asm/nonmatching/z_room/func_8012DEE8.asm")
GLOBAL_ASM("asm/nonmatching/z_room/func_8012E254.asm")
GLOBAL_ASM("asm/nonmatching/z_room/func_8012E32C.asm")
void Room_DrawType1Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
RoomMeshType1* mesh = &room->mesh->type1;
if (mesh->format == 1) {
func_8012DEE8(ctxt,room,flags);
} else if (mesh->format == 2) {
func_8012E32C(ctxt,room,flags);
} else {
func_80086280(D_801DDFAC,0x3c5);
}
}
void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) {
s32 i;
roomCtxt->currRoom.index = -1;
roomCtxt->currRoom.vramAddr = 0;
roomCtxt->unk78 = 1;
roomCtxt->unk79 = 0;
for (i = 0; i < 3; i++) {
roomCtxt->unk7A[i] = 0;
}
}
GLOBAL_ASM("asm/nonmatching/z_room/Room_AllocateAndLoad.asm")
#ifdef NONMATCHING
s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 index) {
u32 size;
// XXX: this should use a branch-likely
if (roomCtxt->unk31 == 0) {
roomCtxt->prevRoom = roomCtxt->currRoom;
roomCtxt->currRoom.index = index;
roomCtxt->currRoom.vramAddr = NULL;
roomCtxt->unk31 = 1;
size = ctxt->roomAddrs[index].vromEnd - ctxt->roomAddrs[index].vromStart;
roomCtxt->activeRoomVram = ((s32)roomCtxt->roomMemPages[roomCtxt->activeMemPage] - (size + 8) * roomCtxt->activeMemPage + 8) & 0xfffffff0;
osCreateMesgQueue(&roomCtxt->roomDmaCallback, roomCtxt->roomDmaCallbackMsg, 1);
Dmamgr_SendRequest(&roomCtxt->dmaReq, roomCtxt->activeRoomVram, ctxt->roomAddrs[index].vromStart, size,
0, &roomCtxt->roomDmaCallback, NULL);
roomCtxt->activeMemPage ^= 1;
return 1;
}
return 0;
}
#else
GLOBAL_ASM("asm/nonmatching/z_room/Room_StartRoomTransition.asm")
#endif
s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
if (roomCtxt->unk31 == 1)
{
if (!osRecvMesg(&roomCtxt->roomDmaCallback, NULL, OS_MESG_NOBLOCK))
{
roomCtxt->unk31 = 0;
roomCtxt->currRoom.vramAddr = (void*)(roomCtxt->activeRoomVram);
gRspSegmentPhysAddrs[3] = roomCtxt->activeRoomVram + 0x80000000;
Scene_ProcessHeader(ctxt, (SceneHeaderEntry*)roomCtxt->currRoom.vramAddr);
func_80123140(ctxt, (ActorPlayer*)ctxt->actorContext.actorTypeLists[2].head);
Actor_SpawnTransitionActors(ctxt, &ctxt->actorContext);
if (((ctxt->currentScene != 0x13) || (roomCtxt->currRoom.index != 1)) && (ctxt->currentScene != 0x56)) {
ctxt->kankyoContext.unkC3 = 0xff;
ctxt->kankyoContext.unkE0 = 0;
}
func_800FEAB0();
if (!func_800FE4B8(ctxt)) {
func_800FD858(ctxt);
}
} else {
return 0;
}
}
return 1;
}
void Room_Draw(GlobalContext* ctxt, Room* room, u32 flags) {
if (room->vramAddr != NULL) {
gRspSegmentPhysAddrs[3] = (u32)room->vramAddr + 0x80000000;
roomDrawFuncs[room->mesh->type0.type](ctxt,room,flags);
}
return;
}
void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt){
roomCtxt->prevRoom.index = -1;
roomCtxt->prevRoom.vramAddr = NULL;
func_800BA798(ctxt, &ctxt->actorContext);
Actor_SpawnTransitionActors(ctxt, &ctxt->actorContext);
if (-1 < roomCtxt->currRoom.index) {
func_8010A33C(ctxt, roomCtxt->currRoom.index);
func_8010A2DC(ctxt);
}
func_801A3CD8(ctxt->roomContext.currRoom.unk4);
}