mirror of
https://github.com/zeldaret/mm.git
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666cb6ad4a
* low hanging fruits on variables.h
* z_actor functions
* Move RomFile to z64object.h
* Revert "z_actor functions"
This reverts commit aa99967d16.
* yeet
* z64actor_dlftbls.h
* Move object segment declarations to object_table.c
* Move Camera functions
* z64nmi_buff.h
* fix merge
* su_mtx.h, sys_cmpdma.h and sys_initial_check.h
* sys_ucode.h
* sys_flashrom.h
* Remove unnecessary includes
* z64kanfont.h
* flg_set.h
* z64DLF.h
* z64lifemeter.h
* z64path.h
* format
* ObjectOverlay
* bss
* Yeet ObjectOverlay
* review
* review
* format
* bss
* z64font.h
623 lines
22 KiB
C
623 lines
22 KiB
C
#include "global.h"
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/**
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* Spawn an object file of a specified ID that will persist through room changes.
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*
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* This waits for the file to be fully loaded, the data is available when the function returns.
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*
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* @return The new object slot corresponding to the requested object ID.
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*
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* @note This function is not meant to be called externally to spawn object files on the fly.
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* When an object is spawned with this function, all objects that come before it in the entry list will be treated as
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* persistent, which will likely cause either the amount of free slots or object space memory to run out.
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* This function is only meant to be called internally on scene load, before the object list from any room is processed.
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*/
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s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id) {
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size_t size;
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objectCtx->slots[objectCtx->numEntries].id = id;
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size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
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//! FAKE:
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if (1) {}
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if (size != 0) {
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DmaMgr_RequestSync(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[id].vromStart, size);
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}
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if (objectCtx->numEntries < ARRAY_COUNT(objectCtx->slots) - 1) {
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objectCtx->slots[objectCtx->numEntries + 1].segment =
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(void*)ALIGN16((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size);
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}
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objectCtx->numEntries++;
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objectCtx->numPersistentEntries = objectCtx->numEntries;
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return objectCtx->numEntries - 1;
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}
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void Object_InitContext(GameState* gameState, ObjectContext* objectCtx) {
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PlayState* play = (PlayState*)gameState;
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s32 pad;
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u32 spaceSize;
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s32 i;
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if (play->sceneId == SCENE_CLOCKTOWER || play->sceneId == SCENE_TOWN || play->sceneId == SCENE_BACKTOWN ||
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play->sceneId == SCENE_ICHIBA) {
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spaceSize = 1530 * 1024;
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} else if (play->sceneId == SCENE_MILK_BAR) {
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spaceSize = 1580 * 1024;
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} else if (play->sceneId == SCENE_00KEIKOKU) {
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spaceSize = 1470 * 1024;
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} else {
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spaceSize = 1380 * 1024;
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}
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objectCtx->numEntries = 0;
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objectCtx->numPersistentEntries = 0;
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objectCtx->mainKeepSlot = 0;
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objectCtx->subKeepSlot = 0;
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// clang-format off
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for (i = 0; i < ARRAY_COUNT(objectCtx->slots); i++) { objectCtx->slots[i].id = 0; }
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// clang-format on
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objectCtx->spaceStart = objectCtx->slots[0].segment = THA_AllocTailAlign16(&gameState->tha, spaceSize);
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objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize);
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objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, GAMEPLAY_KEEP);
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gSegments[0x04] = OS_K0_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
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}
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void Object_UpdateEntries(ObjectContext* objectCtx) {
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s32 i;
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ObjectEntry* entry = &objectCtx->slots[0];
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RomFile* objectFile;
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size_t size;
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for (i = 0; i < objectCtx->numEntries; i++) {
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if (entry->id < 0) {
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s32 id = -entry->id;
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if (entry->dmaReq.vromAddr == 0) {
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objectFile = &gObjectTable[id];
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size = objectFile->vromEnd - objectFile->vromStart;
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if (size == 0) {
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entry->id = 0;
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} else {
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osCreateMesgQueue(&entry->loadQueue, &entry->loadMsg, 1);
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DmaMgr_RequestAsync(&entry->dmaReq, entry->segment, objectFile->vromStart, size, 0,
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&entry->loadQueue, NULL);
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}
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} else if (!osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK)) {
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entry->id = id;
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}
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}
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entry++;
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}
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}
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s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
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s32 i;
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for (i = 0; i < objectCtx->numEntries; i++) {
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if (ABS_ALT(objectCtx->slots[i].id) == objectId) {
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return i;
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}
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}
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return OBJECT_SLOT_NONE;
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}
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
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if (objectCtx->slots[slot].id > 0) {
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return true;
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} else {
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return false;
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}
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}
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void Object_LoadAll(ObjectContext* objectCtx) {
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s32 i;
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s32 id;
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uintptr_t vromSize;
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for (i = 0; i < objectCtx->numEntries; i++) {
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id = objectCtx->slots[i].id;
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vromSize = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
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if (vromSize == 0) {
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continue;
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}
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DmaMgr_RequestSync(objectCtx->slots[i].segment, gObjectTable[id].vromStart, vromSize);
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}
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}
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void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id) {
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u32 addr;
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uintptr_t vromSize;
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RomFile* fileTableEntry;
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objectCtx->slots[slot].id = -id;
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objectCtx->slots[slot].dmaReq.vromAddr = 0;
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fileTableEntry = &gObjectTable[id];
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vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart;
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// TODO: UB to cast void to u32
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addr = ((u32)objectCtx->slots[slot].segment) + vromSize;
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addr = ALIGN16(addr);
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return (void*)addr;
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}
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// SceneTableEntry Header Command 0x00: Spawn List
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void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
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s32 loadedCount;
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s16 playerObjectId;
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void* objectPtr;
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play->linkActorEntry =
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(ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn;
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if ((PLAYER_GET_INITMODE(play->linkActorEntry) == PLAYER_INITMODE_TELESCOPE) ||
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((gSaveContext.respawnFlag == 2) &&
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(gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams == PLAYER_PARAMS(0xFF, PLAYER_INITMODE_TELESCOPE)))) {
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// Skull Kid Object
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Object_SpawnPersistent(&play->objectCtx, OBJECT_STK);
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return;
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}
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loadedCount = Object_SpawnPersistent(&play->objectCtx, OBJECT_LINK_CHILD);
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objectPtr = play->objectCtx.slots[play->objectCtx.numEntries].segment;
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play->objectCtx.numEntries = loadedCount;
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play->objectCtx.numPersistentEntries = loadedCount;
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playerObjectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
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gActorOverlayTable[0].initInfo->objectId = playerObjectId;
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Object_SpawnPersistent(&play->objectCtx, playerObjectId);
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play->objectCtx.slots[play->objectCtx.numEntries].segment = objectPtr;
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}
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// SceneTableEntry Header Command 0x01: Actor List
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void Scene_CommandActorList(PlayState* play, SceneCmd* cmd) {
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play->numSetupActors = cmd->actorList.num;
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play->setupActorList = Lib_SegmentedToVirtual(cmd->actorList.segment);
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play->actorCtx.halfDaysBit = 0;
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}
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// SceneTableEntry Header Command 0x02: List of camera data for actor cutscenes
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void Scene_CommandActorCutsceneCamList(PlayState* play, SceneCmd* cmd) {
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play->actorCsCamList = Lib_SegmentedToVirtual(cmd->actorCsCamList.segment);
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}
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// SceneTableEntry Header Command 0x03: Collision Header
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void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
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CollisionHeader* colHeaderTemp;
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CollisionHeader* colHeader;
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colHeaderTemp = Lib_SegmentedToVirtual(cmd->colHeader.segment);
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colHeader = colHeaderTemp;
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colHeader->vtxList = Lib_SegmentedToVirtual(colHeaderTemp->vtxList);
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colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList);
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if (colHeader->surfaceTypeList != NULL) {
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colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList);
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}
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if (colHeader->bgCamList != NULL) {
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colHeader->bgCamList = Lib_SegmentedToVirtual(colHeader->bgCamList);
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}
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if (colHeader->waterBoxes != NULL) {
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colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes);
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}
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BgCheck_Allocate(&play->colCtx, play, colHeader);
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}
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// SceneTableEntry Header Command 0x04: Room List
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void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
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play->numRooms = cmd->roomList.num;
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play->roomList = Lib_SegmentedToVirtual(cmd->roomList.segment);
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}
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// SceneTableEntry Header Command 0x06: Entrance List
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void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd) {
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play->setupEntranceList = Lib_SegmentedToVirtual(cmd->entranceList.segment);
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}
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// SceneTableEntry Header Command 0x07: Special Files
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void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
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// @note These quest hint files are identical to OoT's.
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// They are not relevant in this game and the system to process these scripts has been removed.
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static RomFile sNaviQuestHintFiles[2] = {
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ROM_FILE(elf_message_field),
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ROM_FILE(elf_message_ydan),
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};
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if (cmd->specialFiles.subKeepId != 0) {
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play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.subKeepId);
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// TODO: Segment number enum?
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gSegments[0x05] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
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}
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if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
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play->naviQuestHints = Play_LoadFile(play, &sNaviQuestHintFiles[cmd->specialFiles.naviQuestHintFileId - 1]);
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}
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}
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// SceneTableEntry Header Command 0x08: Room Behavior
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void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
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play->envCtx.stormState = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
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}
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// SceneTableEntry Header Command 0x0A: Mesh Header
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void Scene_CommandMesh(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.roomShape = Lib_SegmentedToVirtual(cmd->mesh.segment);
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}
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// SceneTableEntry Header Command 0x0B: Object List
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void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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s32 j;
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s32 k;
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ObjectEntry* firstObject;
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ObjectEntry* entry;
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ObjectEntry* invalidatedEntry;
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s16* objectEntry;
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void* nextPtr;
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objectEntry = Lib_SegmentedToVirtual(cmd->objectList.segment);
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k = 0;
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i = play->objectCtx.numPersistentEntries;
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entry = &play->objectCtx.slots[i];
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firstObject = &play->objectCtx.slots[0];
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while (i < play->objectCtx.numEntries) {
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if (entry->id != *objectEntry) {
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invalidatedEntry = &play->objectCtx.slots[i];
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for (j = i; j < play->objectCtx.numEntries; j++) {
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invalidatedEntry->id = 0;
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invalidatedEntry++;
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}
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play->objectCtx.numEntries = i;
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Actor_KillAllWithMissingObject(play, &play->actorCtx);
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continue;
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}
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i++;
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k++;
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objectEntry++;
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entry++;
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}
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while (k < cmd->objectList.num) {
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nextPtr = func_8012F73C(&play->objectCtx, i, *objectEntry);
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if (i < ARRAY_COUNT(play->objectCtx.slots) - 1) {
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firstObject[i + 1].segment = nextPtr;
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}
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i++;
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k++;
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objectEntry++;
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}
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play->objectCtx.numEntries = i;
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}
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// SceneTableEntry Header Command 0x0C: Light List
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void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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LightInfo* lightInfo = Lib_SegmentedToVirtual(cmd->lightList.segment);
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for (i = 0; i < cmd->lightList.num; i++) {
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LightContext_InsertLight(play, &play->lightCtx, lightInfo);
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lightInfo++;
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}
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}
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// SceneTableEntry Header Command 0x0D: Path List
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void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
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play->setupPathList = Lib_SegmentedToVirtual(cmd->pathList.segment);
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}
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// SceneTableEntry Header Command 0x0E: Transition Actor List
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void Scene_CommandTransiActorList(PlayState* play, SceneCmd* cmd) {
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play->doorCtx.numTransitionActors = cmd->transiActorList.num;
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play->doorCtx.transitionActorList = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
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func_80105818(play, play->doorCtx.numTransitionActors, play->doorCtx.transitionActorList);
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}
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// Init function for the transition system.
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void Door_InitContext(GameState* state, DoorContext* doorCtx) {
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doorCtx->numTransitionActors = 0;
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}
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// SceneTableEntry Header Command 0x0F: Environment Light Settings List
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void Scene_CommandEnvLightSettings(PlayState* play, SceneCmd* cmd) {
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play->envCtx.numLightSettings = cmd->lightSettingList.num;
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play->envCtx.lightSettingsList = Lib_SegmentedToVirtual(cmd->lightSettingList.segment);
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}
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/**
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* Loads different texture files for each region of the world.
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* These later are stored in segment 0x06, and used in maps.
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*/
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void Scene_LoadAreaTextures(PlayState* play, s32 fileIndex) {
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static RomFile sSceneTextureFiles[9] = {
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ROM_FILE_UNSET, // Default
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ROM_FILE(scene_texture_01),
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ROM_FILE(scene_texture_02),
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ROM_FILE(scene_texture_03),
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ROM_FILE(scene_texture_04),
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ROM_FILE(scene_texture_05),
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ROM_FILE(scene_texture_06),
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ROM_FILE(scene_texture_07),
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ROM_FILE(scene_texture_08),
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};
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uintptr_t vromStart = sSceneTextureFiles[fileIndex].vromStart;
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size_t size = sSceneTextureFiles[fileIndex].vromEnd - vromStart;
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if (size != 0) {
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play->roomCtx.unk74 = THA_AllocTailAlign16(&play->state.tha, size);
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DmaMgr_RequestSync(play->roomCtx.unk74, vromStart, size);
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}
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}
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// SceneTableEntry Header Command 0x11: Skybox Settings
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void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
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play->skyboxId = cmd->skyboxSettings.skyboxId & 3;
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play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
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play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
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Scene_LoadAreaTextures(play, cmd->skyboxSettings.data1);
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}
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// SceneTableEntry Header Command 0x12: Skybox Disables
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void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
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play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk4;
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play->envCtx.sunDisabled = cmd->skyboxDisables.unk5;
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}
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// SceneTableEntry Header Command 0x10: Time Settings
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void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
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if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) {
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gSaveContext.skyboxTime = gSaveContext.save.time =
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CLOCK_TIME_ALT2_F(cmd->timeSettings.hour, cmd->timeSettings.min);
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}
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if (cmd->timeSettings.timeSpeed != 0xFF) {
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play->envCtx.sceneTimeSpeed = cmd->timeSettings.timeSpeed;
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} else {
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play->envCtx.sceneTimeSpeed = 0;
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}
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// Increase time speed during first cycle
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if ((gSaveContext.save.saveInfo.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (play->envCtx.sceneTimeSpeed != 0)) {
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play->envCtx.sceneTimeSpeed = 5;
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}
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if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
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R_TIME_SPEED = play->envCtx.sceneTimeSpeed;
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}
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play->envCtx.sunPos.x = -(Math_SinS(CURRENT_TIME - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
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play->envCtx.sunPos.y = (Math_CosS(CURRENT_TIME - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
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play->envCtx.sunPos.z = (Math_CosS(CURRENT_TIME - CLOCK_TIME(12, 0)) * 20.0f) * 25.0f;
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if ((play->envCtx.sceneTimeSpeed == 0) && (gSaveContext.save.cutsceneIndex < 0xFFF0)) {
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gSaveContext.skyboxTime = CURRENT_TIME;
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if ((gSaveContext.skyboxTime >= CLOCK_TIME(4, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(6, 30))) {
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gSaveContext.skyboxTime = CLOCK_TIME(5, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(6, 30)) && (gSaveContext.skyboxTime < CLOCK_TIME(8, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(8, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(16, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(17, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(17, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(18, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(19, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(19, 0);
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}
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}
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}
|
|
|
|
// SceneTableEntry Header Command 0x05: Wind Settings
|
|
void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
|
|
s8 temp1 = cmd->windSettings.west;
|
|
s8 temp2 = cmd->windSettings.vertical;
|
|
s8 temp3 = cmd->windSettings.south;
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|
|
|
play->envCtx.windDirection.x = temp1;
|
|
play->envCtx.windDirection.y = temp2;
|
|
play->envCtx.windDirection.z = temp3;
|
|
play->envCtx.windSpeed = cmd->windSettings.clothIntensity;
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x13: Exit List
|
|
void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
|
|
play->setupExitList = Lib_SegmentedToVirtual(cmd->exitList.segment);
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x09: Undefined
|
|
void Scene_Command09(PlayState* play, SceneCmd* cmd) {
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x15: Sound Settings
|
|
void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
|
|
play->sequenceCtx.seqId = cmd->soundSettings.seqId;
|
|
play->sequenceCtx.ambienceId = cmd->soundSettings.ambienceId;
|
|
|
|
if (gSaveContext.seqId == (u8)NA_BGM_DISABLED ||
|
|
AudioSeq_GetActiveSeqId(SEQ_PLAYER_BGM_MAIN) == NA_BGM_FINAL_HOURS) {
|
|
Audio_SetSpec(cmd->soundSettings.specId);
|
|
}
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x16: Echo Setting
|
|
void Scene_CommandEchoSetting(PlayState* play, SceneCmd* cmd) {
|
|
play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x18: Alternate Header List
|
|
void Scene_CommandAltHeaderList(PlayState* play, SceneCmd* cmd) {
|
|
SceneCmd** altHeaderList;
|
|
SceneCmd* altHeader;
|
|
|
|
if (gSaveContext.sceneLayer != 0) {
|
|
altHeaderList = Lib_SegmentedToVirtual(cmd->altHeaders.segment);
|
|
altHeader = altHeaderList[gSaveContext.sceneLayer - 1];
|
|
|
|
if (altHeader != NULL) {
|
|
Scene_ExecuteCommands(play, Lib_SegmentedToVirtual(altHeader));
|
|
(cmd + 1)->base.code = 0x14;
|
|
}
|
|
}
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x17: Cutscene Script List
|
|
void Scene_CommandCutsceneScriptList(PlayState* play, SceneCmd* cmd) {
|
|
play->csCtx.scriptListCount = cmd->scriptList.scriptListCount;
|
|
play->csCtx.scriptList = Lib_SegmentedToVirtual(cmd->scriptList.segment);
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x1B: Cutscene List
|
|
void Scene_CommandCutsceneList(PlayState* play, SceneCmd* cmd) {
|
|
CutsceneManager_Init(play, Lib_SegmentedToVirtual(cmd->cutsceneList.segment), cmd->cutsceneList.num);
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x1C: Mini Maps
|
|
void Scene_CommandMiniMap(PlayState* play, SceneCmd* cmd) {
|
|
func_80104CF4(play);
|
|
func_8010549C(play, cmd->minimapSettings.segment);
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x1D: Undefined
|
|
void Scene_Command1D(PlayState* play, SceneCmd* cmd) {
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x1E: Minimap Compass Icon Info
|
|
void Scene_CommandMiniMapCompassInfo(PlayState* play, SceneCmd* cmd) {
|
|
func_8010565C(play, cmd->minimapChests.num, cmd->minimapChests.segment);
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x19: Sets Region Visited Flag
|
|
void Scene_CommandSetRegionVisitedFlag(PlayState* play, SceneCmd* cmd) {
|
|
s16 j = 0;
|
|
s16 i = 0;
|
|
|
|
while (true) {
|
|
if (gSceneIdsPerRegion[i][j] == 0xFFFF) {
|
|
i++;
|
|
j = 0;
|
|
|
|
if (i == REGION_MAX) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (play->sceneId == gSceneIdsPerRegion[i][j]) {
|
|
break;
|
|
}
|
|
|
|
j++;
|
|
}
|
|
|
|
if (i < REGION_MAX) {
|
|
gSaveContext.save.saveInfo.regionsVisited =
|
|
(gBitFlags[i] | gSaveContext.save.saveInfo.regionsVisited) | gSaveContext.save.saveInfo.regionsVisited;
|
|
}
|
|
}
|
|
|
|
// SceneTableEntry Header Command 0x1A: Material Animations
|
|
void Scene_CommandAnimatedMaterials(PlayState* play, SceneCmd* cmd) {
|
|
play->sceneMaterialAnims = Lib_SegmentedToVirtual(cmd->textureAnimations.segment);
|
|
}
|
|
|
|
/**
|
|
* Sets the exit fade from the next entrance index.
|
|
*/
|
|
void Scene_SetExitFade(PlayState* play) {
|
|
play->transitionType = Entrance_GetTransitionFlags(play->nextEntrance) & 0x7F;
|
|
}
|
|
|
|
void (*sSceneCmdHandlers[SCENE_CMD_MAX])(PlayState*, SceneCmd*) = {
|
|
Scene_CommandSpawnList, // SCENE_CMD_ID_SPAWN_LIST
|
|
Scene_CommandActorList, // SCENE_CMD_ID_ACTOR_LIST
|
|
Scene_CommandActorCutsceneCamList, // SCENE_CMD_ID_ACTOR_CUTSCENE_CAM_LIST
|
|
Scene_CommandCollisionHeader, // SCENE_CMD_ID_COL_HEADER
|
|
Scene_CommandRoomList, // SCENE_CMD_ID_ROOM_LIST
|
|
Scene_CommandWindSettings, // SCENE_CMD_ID_WIND_SETTINGS
|
|
Scene_CommandEntranceList, // SCENE_CMD_ID_ENTRANCE_LIST
|
|
Scene_CommandSpecialFiles, // SCENE_CMD_ID_SPECIAL_FILES
|
|
Scene_CommandRoomBehavior, // SCENE_CMD_ID_ROOM_BEHAVIOR
|
|
Scene_Command09, // SCENE_CMD_ID_UNK_09
|
|
Scene_CommandMesh, // SCENE_CMD_ID_ROOM_SHAPE
|
|
Scene_CommandObjectList, // SCENE_CMD_ID_OBJECT_LIST
|
|
Scene_CommandLightList, // SCENE_CMD_ID_LIGHT_LIST
|
|
Scene_CommandPathList, // SCENE_CMD_ID_PATH_LIST
|
|
Scene_CommandTransiActorList, // SCENE_CMD_ID_TRANSI_ACTOR_LIST
|
|
Scene_CommandEnvLightSettings, // SCENE_CMD_ID_ENV_LIGHT_SETTINGS
|
|
Scene_CommandTimeSettings, // SCENE_CMD_ID_TIME_SETTINGS
|
|
Scene_CommandSkyboxSettings, // SCENE_CMD_ID_SKYBOX_SETTINGS
|
|
Scene_CommandSkyboxDisables, // SCENE_CMD_ID_SKYBOX_DISABLES
|
|
Scene_CommandExitList, // SCENE_CMD_ID_EXIT_LIST
|
|
NULL, // SCENE_CMD_ID_END
|
|
Scene_CommandSoundSettings, // SCENE_CMD_ID_SOUND_SETTINGS
|
|
Scene_CommandEchoSetting, // SCENE_CMD_ID_ECHO_SETTINGS
|
|
Scene_CommandCutsceneScriptList, // SCENE_CMD_ID_CUTSCENE_SCRIPT_LIST
|
|
Scene_CommandAltHeaderList, // SCENE_CMD_ID_ALTERNATE_HEADER_LIST
|
|
Scene_CommandSetRegionVisitedFlag, // SCENE_CMD_ID_SET_REGION_VISITED
|
|
Scene_CommandAnimatedMaterials, // SCENE_CMD_ID_ANIMATED_MATERIAL_LIST
|
|
Scene_CommandCutsceneList, // SCENE_CMD_ID_ACTOR_CUTSCENE_LIST
|
|
Scene_CommandMiniMap, // SCENE_CMD_ID_MINIMAP_INFO
|
|
Scene_Command1D, // SCENE_CMD_ID_UNUSED_1D
|
|
Scene_CommandMiniMapCompassInfo, // SCENE_CMD_ID_MINIMAP_COMPASS_ICON_INFO
|
|
};
|
|
|
|
/**
|
|
* Executes all of the commands in a scene or room header.
|
|
*/
|
|
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
|
|
u32 cmdId;
|
|
|
|
while (true) {
|
|
cmdId = sceneCmd->base.code;
|
|
|
|
if (cmdId == SCENE_CMD_ID_END) {
|
|
break;
|
|
}
|
|
|
|
if (cmdId < SCENE_CMD_MAX) {
|
|
sSceneCmdHandlers[cmdId](play, sceneCmd);
|
|
}
|
|
|
|
sceneCmd++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Creates an entrance from the scene, spawn, and layer.
|
|
*/
|
|
u16 Entrance_Create(s32 scene, s32 spawn, s32 layer) {
|
|
return (scene << 9) | (spawn << 4) | layer;
|
|
}
|
|
|
|
/**
|
|
* Creates an layer 0 entrance from the current entrance and the given spawn.
|
|
*/
|
|
u16 Entrance_CreateFromSpawn(s32 spawn) {
|
|
return Entrance_Create((u32)gSaveContext.save.entrance >> 9, spawn, 0);
|
|
}
|