#include "global.h" void Room_nop8012D510(GlobalContext* globalCtx, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) { } void Room_DrawType3Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { } void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { RoomMeshType0* mesh; s32 i; RoomMeshType0Params* meshParams; GraphicsContext* gfxCtx; UNK_TYPE4 pad; gfxCtx = globalCtx->state.gfxCtx; if (flags & 1) { func_800BCBF4(&D_801C1D10, globalCtx); gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment); func_8012C268(globalCtx); gSPMatrix(gfxCtx->polyOpa.p++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD); } if (flags & 2) { func_800BCC68(&D_801C1D10, globalCtx); gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment); func_8012C2DC(globalCtx->state.gfxCtx); gSPMatrix(gfxCtx->polyXlu.p++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD); } mesh = &room->mesh->type0; meshParams = (RoomMeshType0Params*)Lib_SegmentedToVirtual(mesh->paramsStart); for (i = 0; i < mesh->count; i++) { if ((flags & 1) && (meshParams->opaqueDl != NULL)) { gSPDisplayList(gfxCtx->polyOpa.p++, meshParams->opaqueDl); } if ((flags & 2) && (meshParams->translucentDl != NULL)) { gSPDisplayList(gfxCtx->polyXlu.p++, meshParams->translucentDl); } meshParams++; } } #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/Room_DrawType2Mesh.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012DEE8.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012E254.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012E32C.s") void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { RoomMeshType1* mesh = &room->mesh->type1; if (mesh->format == 1) { func_8012DEE8(globalCtx, room, flags); } else if (mesh->format == 2) { func_8012E32C(globalCtx, room, flags); } else { __assert("../z_room.c", 0x3c5); } } void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtx) { s32 i; roomCtx->currRoom.num = -1; roomCtx->currRoom.segment = NULL; roomCtx->unk78 = 1; roomCtx->unk79 = 0; for (i = 0; i < 3; i++) { roomCtx->unk7A[i] = 0; } } #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/Room_AllocateAndLoad.s") #ifdef NON_MATCHING s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtx, s32 index) { size_t size; // XXX: this should use a branch-likely if (roomCtx->unk31 == 0) { roomCtx->prevRoom = roomCtx->currRoom; roomCtx->currRoom.num = index; roomCtx->currRoom.segment = NULL; roomCtx->unk31 = 1; size = globalCtx->roomList[index].vromEnd - globalCtx->roomList[index].vromStart; roomCtx->activeRoomVram = (void*)(((s32)roomCtx->roomMemPages[roomCtx->activeMemPage] - (size + 8) * roomCtx->activeMemPage + 8) & 0xfffffff0); osCreateMesgQueue(&roomCtx->loadQueue, roomCtx->loadMsg, 1); DmaMgr_SendRequestImpl(&roomCtx->dmaRequest, roomCtx->activeRoomVram, globalCtx->roomList[index].vromStart, size, 0, &roomCtx->loadQueue, NULL); roomCtx->activeMemPage ^= 1; return 1; } return 0; } #else #pragma GLOBAL_ASM("asm/non_matchings/code/z_room/Room_StartRoomTransition.s") #endif s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx) { if (roomCtx->unk31 == 1) { if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) { roomCtx->unk31 = 0; roomCtx->currRoom.segment = roomCtx->activeRoomVram; // TODO: Segment number enum gSegments[0x03] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram); Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtx->currRoom.segment); func_80123140(globalCtx, GET_PLAYER(globalCtx)); Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) && (globalCtx->sceneNum != SCENE_IKNINSIDE)) { globalCtx->envCtx.unk_C3 = 0xff; globalCtx->envCtx.unk_E0 = 0; } func_800FEAB0(); if (!func_800FE4B8(globalCtx)) { func_800FD858(globalCtx); } } else { return 0; } } return 1; } void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) { if (room->segment != NULL) { // TODO: Segment number enum gSegments[0x03] = PHYSICAL_TO_VIRTUAL(room->segment); roomDrawFuncs[room->mesh->type0.type](globalCtx, room, flags); } return; } void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtx) { roomCtx->prevRoom.num = -1; roomCtx->prevRoom.segment = NULL; func_800BA798(globalCtx, &globalCtx->actorCtx); Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); if (-1 < roomCtx->currRoom.num) { func_8010A33C(globalCtx, roomCtx->currRoom.num); func_8010A2DC(globalCtx); } func_801A3CD8(globalCtx->roomCtx.currRoom.echo); }