Files
mm/src/code/z_scene.c
T
Anghelo Carvajal b08880f7a7 z_sram_NES with 2 NON_MATCHINGs and 1 NON_EQUIVALENTs (#531)
* Rename Sram_InitDebugSave

* Sram_InitDebugSave

* err

* Sram_IncrementDay

* non_matchings

* func_80146F5C and protos

* func_80146EE8

* func_80145698

* func_80143A54

* Split SaveContext

* problems with bss

* Fix bss

* more

* a small bunch

* Fix warnings

* almost everything

* two attempts

* at least compiles

* import data

* bss

* format

* stuff?

* Progress?

* More progress

* clean up data a little

* More progress

* disaster

* re split data

* A bit less of a disaster

* Fix renamed stuff

* data stuff

* fix conflicts

* format

* CycleSceneFlags

* some enums

* cleanup

* Fix merge issues

* format

* some changes

* format

* Lots of progress on z_sram_NES, but no matches yet

* SaveContent Documentation

* Oops

* Oops2

* Document more SaveContext

* Oops, don't need that anymore

* add small comment

* Another comment

* dekuPlaygroundPlayerName

* Fix merge issues

* format

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* remove magic number

* format

* fix merge issues

* bss

* format

* macro cleanup

* review

* merge issues

* review

* cleanup

* UNK_TYPE1

* Fix

* Remove comment

* small change

* conflicts

* review

* fix

* fixes

* format

* Update actorCtx renames part

* Match func_80143B0C thanks to Petrie and Anon

* minor cleaning pass

* format

* cleanup

* more minor cleanups

* Macros for accessing gSaveContext.save.stolenItems

* Introduce STOLEN_ITEM_NONE and remove CLEAR_STOLEN_ITEM_

* format

* Update include/macros.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_sram_NES.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* @hensldm review

* Update include/functions.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update include/functions.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Rename QUEST_SONG_NEW_WAVE

* Add scene name comments to D_801C5FC0

* rename horseData.yaw

* Update include/functions.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* // = CUR_UPG_VALUE(UPG_WALLET);

* run actorfixer and format

* fix bss

* Fix merge problems and run format

* Some improvements to func_801457CC by anon

* bss

* format

* run actorfixer

* actorfixer, bss and format

* Use original names for the RESPAWN_MODE enum because the current ones are bad

* QUEST_SONG_BOSSA_NOVA

* some minor fixes on the SaveContext struct according to the debug rom

* Merge Inventory.items and Inventory.masks

* a

* simplify saveBuf accesses

* A few func renames

* actorfixer

* bss

* fixes

* bss

* actorfixer

* actorfixer and format

* actorfixer

* whoops

* whops

* bss

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2022-03-27 12:37:02 -03:00

615 lines
22 KiB
C

#include "global.h"
s32 Object_Spawn(ObjectContext* objectCtx, s16 id) {
size_t size;
objectCtx->status[objectCtx->num].id = id;
size = objectFileTable[id].vromEnd - objectFileTable[id].vromStart;
if (1) {}
if (size != 0) {
DmaMgr_SendRequest0(objectCtx->status[objectCtx->num].segment, objectFileTable[id].vromStart, size);
}
if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) {
objectCtx->status[objectCtx->num + 1].segment = ALIGN16((u32)objectCtx->status[objectCtx->num].segment + size);
}
objectCtx->num++;
objectCtx->spawnedObjectCount = objectCtx->num;
return objectCtx->num - 1;
}
void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) {
GlobalContext* globalCtx = (GlobalContext*)gameState;
s32 pad;
u32 spaceSize;
s32 i;
if (globalCtx->sceneNum == SCENE_CLOCKTOWER || globalCtx->sceneNum == SCENE_TOWN ||
globalCtx->sceneNum == SCENE_BACKTOWN || globalCtx->sceneNum == SCENE_ICHIBA) {
spaceSize = OBJECT_SPACE_SIZE_CLOCK_TOWN;
} else if (globalCtx->sceneNum == SCENE_MILK_BAR) {
spaceSize = OBJECT_SPACE_SIZE_MILK_BAR;
} else if (globalCtx->sceneNum == SCENE_00KEIKOKU) {
spaceSize = OBJECT_SPACE_SIZE_TERMINA_FIELD;
} else {
spaceSize = OBJECT_SPACE_SIZE_DEFAULT;
}
objectCtx->num = 0;
objectCtx->spawnedObjectCount = 0;
objectCtx->mainKeepIndex = 0;
objectCtx->subKeepIndex = 0;
// clang-format off
for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) { objectCtx->status[i].id = 0; }
// clang-format on
objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&gameState->heap, spaceSize);
objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, GAMEPLAY_KEEP);
gSegments[0x04] = PHYSICAL_TO_VIRTUAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
}
void Object_UpdateBank(ObjectContext* objectCtx) {
s32 i;
ObjectStatus* status = &objectCtx->status[0];
RomFile* objectFile;
size_t size;
for (i = 0; i < objectCtx->num; i++) {
if (status->id < 0) {
s32 id = -status->id;
if (status->dmaReq.vromAddr == 0) {
objectFile = &objectFileTable[id];
size = objectFile->vromEnd - objectFile->vromStart;
if (size == 0) {
status->id = 0;
} else {
osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
DmaMgr_SendRequestImpl(&status->dmaReq, status->segment, objectFile->vromStart, size, 0,
&status->loadQueue, NULL);
}
} else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) {
status->id = id;
}
}
status++;
}
}
s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
s32 i;
for (i = 0; i < objectCtx->num; i++) {
if ((objectCtx->status[i].id < 0 ? -objectCtx->status[i].id : objectCtx->status[i].id) == objectId) {
return i;
}
}
return -1;
}
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index) {
if (objectCtx->status[index].id > 0) {
return true;
} else {
return false;
}
}
void Object_LoadAll(ObjectContext* objectCtx) {
s32 i;
s32 id;
u32 vromSize;
for (i = 0; i < objectCtx->num; i++) {
id = objectCtx->status[i].id;
vromSize = objectFileTable[id].vromEnd - objectFileTable[id].vromStart;
if (vromSize == 0) {
continue;
}
DmaMgr_SendRequest0(objectCtx->status[i].segment, objectFileTable[id].vromStart, vromSize);
}
}
void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id) {
u32 addr;
u32 vromSize;
RomFile* fileTableEntry;
objectCtx->status[iParm2].id = -id;
objectCtx->status[iParm2].dmaReq.vromAddr = 0;
fileTableEntry = &objectFileTable[id];
vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart;
// TODO: UB to cast void to u32
addr = ((u32)objectCtx->status[iParm2].segment) + vromSize;
addr = ALIGN16(addr);
return (void*)addr;
}
// SceneTableEntry Header Command 0x00: Spawn List
void Scene_HeaderCmdSpawnList(GlobalContext* globalCtx, SceneCmd* cmd) {
GlobalContext* globalCtx2 = globalCtx;
s32 loadedCount;
void* nextObject;
s16 playerObjectId;
u8 playerForm;
globalCtx->linkActorEntry = (ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) +
globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
if ((globalCtx->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.respawnFlag == 0x02 && gSaveContext.respawn[RESTART_MODE_RETURN].playerParams == 0x0CFF)) {
// Skull Kid Object
Object_Spawn(&globalCtx->objectCtx, OBJECT_STK);
return;
}
loadedCount = Object_Spawn(&globalCtx->objectCtx, OBJECT_LINK_CHILD);
nextObject = globalCtx2->objectCtx.status[globalCtx2->objectCtx.num].segment;
globalCtx->objectCtx.num = loadedCount;
globalCtx->objectCtx.spawnedObjectCount = loadedCount;
playerForm = gSaveContext.save.playerForm;
playerObjectId = gLinkFormObjectIndexes[playerForm];
gActorOverlayTable[0].initInfo->objectId = playerObjectId;
Object_Spawn(&globalCtx->objectCtx, playerObjectId);
globalCtx->objectCtx.status[globalCtx->objectCtx.num].segment = nextObject;
}
// SceneTableEntry Header Command 0x01: Actor List
void Scene_HeaderCmdActorList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->numSetupActors = cmd->actorList.num;
globalCtx->setupActorList = Lib_SegmentedToVirtual(cmd->actorList.segment);
globalCtx->actorCtx.unkC = 0;
}
// SceneTableEntry Header Command 0x02: List of cameras for actor cutscenes
void Scene_HeaderCmdActorCutsceneCamList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->csCamData = Lib_SegmentedToVirtual(cmd->csCameraList.segment);
}
// SceneTableEntry Header Command 0x03: Collision Header
void Scene_HeaderCmdColHeader(GlobalContext* globalCtx, SceneCmd* cmd) {
CollisionHeader* colHeaderTemp;
CollisionHeader* colHeader;
colHeaderTemp = Lib_SegmentedToVirtual(cmd->colHeader.segment);
colHeader = colHeaderTemp;
colHeader->vtxList = Lib_SegmentedToVirtual(colHeaderTemp->vtxList);
colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList);
if (colHeader->surfaceTypeList != NULL) {
colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList);
}
if (colHeader->cameraDataList != NULL) {
colHeader->cameraDataList = Lib_SegmentedToVirtual(colHeader->cameraDataList);
}
if (colHeader->waterBoxes != NULL) {
colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes);
}
BgCheck_Allocate(&globalCtx->colCtx, globalCtx, colHeader);
}
// SceneTableEntry Header Command 0x04: Room List
void Scene_HeaderCmdRoomList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->numRooms = cmd->roomList.num;
globalCtx->roomList = Lib_SegmentedToVirtual(cmd->roomList.segment);
}
// SceneTableEntry Header Command 0x06: Entrance List
void Scene_HeaderCmdEntranceList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupEntranceList = Lib_SegmentedToVirtual(cmd->entranceList.segment);
}
// SceneTableEntry Header Command 0x07: Special Files
void Scene_HeaderCmdSpecialFiles(GlobalContext* globalCtx, SceneCmd* cmd) {
static RomFile tatlMessageFiles[2] = {
{ SEGMENT_ROM_START(elf_message_field), SEGMENT_ROM_END(elf_message_field) },
{ SEGMENT_ROM_START(elf_message_ydan), SEGMENT_ROM_END(elf_message_ydan) },
};
if (cmd->specialFiles.subKeepIndex != 0) {
globalCtx->objectCtx.subKeepIndex = Object_Spawn(&globalCtx->objectCtx, cmd->specialFiles.subKeepIndex);
// TODO: Segment number enum?
gSegments[0x05] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
}
if (cmd->specialFiles.cUpElfMsgNum != 0) {
globalCtx->unk_18868 = Play_LoadScene(globalCtx, &tatlMessageFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
}
}
// SceneTableEntry Header Command 0x08: Room Behavior
void Scene_HeaderCmdRoomBehavior(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.currRoom.unk3 = cmd->roomBehavior.gpFlag1;
globalCtx->roomCtx.currRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
globalCtx->roomCtx.currRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
globalCtx->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xa) & 1;
globalCtx->roomCtx.currRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xb) & 1;
globalCtx->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xc) & 1;
}
// SceneTableEntry Header Command 0x0A: Mesh Header
void Scene_HeaderCmdMesh(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.currRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment);
}
// SceneTableEntry Header Command 0x0B: Object List
void Scene_HeaderCmdObjectList(GlobalContext* globalCtx, SceneCmd* cmd) {
s32 i;
s32 j;
s32 k;
ObjectStatus* firstObject;
ObjectStatus* status;
ObjectStatus* status2;
s16* objectEntry;
void* nextPtr;
objectEntry = Lib_SegmentedToVirtual(cmd->objectList.segment);
k = 0;
i = globalCtx->objectCtx.spawnedObjectCount;
status = &globalCtx->objectCtx.status[i];
firstObject = globalCtx->objectCtx.status;
while (i < globalCtx->objectCtx.num) {
if (status->id != *objectEntry) {
status2 = &globalCtx->objectCtx.status[i];
for (j = i; j < globalCtx->objectCtx.num; j++) {
status2->id = 0;
status2++;
}
globalCtx->objectCtx.num = i;
func_800BA6FC(globalCtx, &globalCtx->actorCtx);
continue;
}
i++;
k++;
objectEntry++;
status++;
}
while (k < cmd->objectList.num) {
nextPtr = func_8012F73C(&globalCtx->objectCtx, i, *objectEntry);
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
firstObject[i + 1].segment = nextPtr;
}
i++;
k++;
objectEntry++;
}
globalCtx->objectCtx.num = i;
}
// SceneTableEntry Header Command 0x0C: Light List
void Scene_HeaderCmdLightList(GlobalContext* globalCtx, SceneCmd* cmd) {
s32 i;
LightInfo* lightInfo = Lib_SegmentedToVirtual(cmd->lightList.segment);
for (i = 0; i < cmd->lightList.num; i++) {
LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, lightInfo);
lightInfo++;
}
}
// SceneTableEntry Header Command 0x0D: Path List
void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupPathList = Lib_SegmentedToVirtual(cmd->pathList.segment);
}
// SceneTableEntry Header Command 0x0E: Transition Actor List
void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->doorCtx.numTransitionActors = cmd->transiActorList.num;
globalCtx->doorCtx.transitionActorList = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
func_80105818(globalCtx, globalCtx->doorCtx.numTransitionActors, globalCtx->doorCtx.transitionActorList);
}
// Init function for the transition system.
void Door_InitContext(GameState* state, DoorContext* doorCtx) {
doorCtx->numTransitionActors = 0;
}
// SceneTableEntry Header Command 0x0F: Environment Light Settings List
void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->envCtx.numLightSettings = cmd->lightSettingList.num;
globalCtx->envCtx.lightSettingsList = Lib_SegmentedToVirtual(cmd->lightSettingList.segment);
}
/**
* Loads different texture files for each region of the world.
* These later are stored in segment 0x06, and used in maps.
*/
s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex) {
static RomFile sceneTextureFiles[9] = {
{ 0, 0 }, // Default
{ SEGMENT_ROM_START(scene_texture_01), SEGMENT_ROM_END(scene_texture_01) },
{ SEGMENT_ROM_START(scene_texture_02), SEGMENT_ROM_END(scene_texture_02) },
{ SEGMENT_ROM_START(scene_texture_03), SEGMENT_ROM_END(scene_texture_03) },
{ SEGMENT_ROM_START(scene_texture_04), SEGMENT_ROM_END(scene_texture_04) },
{ SEGMENT_ROM_START(scene_texture_05), SEGMENT_ROM_END(scene_texture_05) },
{ SEGMENT_ROM_START(scene_texture_06), SEGMENT_ROM_END(scene_texture_06) },
{ SEGMENT_ROM_START(scene_texture_07), SEGMENT_ROM_END(scene_texture_07) },
{ SEGMENT_ROM_START(scene_texture_08), SEGMENT_ROM_END(scene_texture_08) },
};
u32 vromStart = sceneTextureFiles[fileIndex].vromStart;
size_t size = sceneTextureFiles[fileIndex].vromEnd - vromStart;
if (size != 0) {
globalCtx->roomCtx.unk74 = THA_AllocEndAlign16(&globalCtx->state.heap, size);
return DmaMgr_SendRequest0(globalCtx->roomCtx.unk74, vromStart, size);
}
// UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one.
}
// SceneTableEntry Header Command 0x11: Skybox Settings
void Scene_HeaderCmdSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->skyboxId = cmd->skyboxSettings.skyboxId & 3;
globalCtx->envCtx.unk_17 = globalCtx->envCtx.unk_18 = cmd->skyboxSettings.unk5;
globalCtx->envCtx.unk_1E = cmd->skyboxSettings.unk6;
Scene_LoadAreaTextures(globalCtx, cmd->skyboxSettings.data1);
}
// SceneTableEntry Header Command 0x12: Skybox Disables
void Scene_HeaderCmdSkyboxDisables(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->envCtx.skyboxDisabled = cmd->skyboxDisables.unk4;
globalCtx->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk5;
}
// SceneTableEntry Header Command 0x10: Time Settings
void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
u32 dayTime;
if (cmd->timeSettings.hour != 0xFF && cmd->timeSettings.min != 0xFF) {
gSaveContext.environmentTime = gSaveContext.save.time =
(u16)(((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f);
}
if (cmd->timeSettings.unk6 != 0xFF) {
globalCtx->envCtx.timeIncrement = cmd->timeSettings.unk6;
} else {
globalCtx->envCtx.timeIncrement = 0;
}
if ((gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (globalCtx->envCtx.timeIncrement != 0)) {
globalCtx->envCtx.timeIncrement = 5;
}
if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
REG(15) = globalCtx->envCtx.timeIncrement;
}
dayTime = gSaveContext.save.time;
globalCtx->envCtx.unk_4 = -(Math_SinS(dayTime - 0x8000) * 120.0f) * 25.0f;
dayTime = gSaveContext.save.time;
globalCtx->envCtx.unk_8 = (Math_CosS(dayTime - 0x8000) * 120.0f) * 25.0f;
dayTime = gSaveContext.save.time;
globalCtx->envCtx.unk_C = (Math_CosS(dayTime - 0x8000) * 20.0f) * 25.0f;
if (globalCtx->envCtx.timeIncrement == 0 && gSaveContext.save.cutscene < 0xFFF0) {
gSaveContext.environmentTime = gSaveContext.save.time;
if (gSaveContext.environmentTime >= CLOCK_TIME(4, 0) && gSaveContext.environmentTime < CLOCK_TIME(6, 30)) {
gSaveContext.environmentTime = CLOCK_TIME(5, 0);
} else if (gSaveContext.environmentTime >= CLOCK_TIME(6, 30) &&
gSaveContext.environmentTime < CLOCK_TIME(8, 0)) {
gSaveContext.environmentTime = CLOCK_TIME(8, 0);
} else if (gSaveContext.environmentTime >= CLOCK_TIME(16, 0) &&
gSaveContext.environmentTime < CLOCK_TIME(17, 0)) {
gSaveContext.environmentTime = CLOCK_TIME(17, 0);
} else if (gSaveContext.environmentTime >= CLOCK_TIME(18, 0) &&
gSaveContext.environmentTime < CLOCK_TIME(19, 0)) {
gSaveContext.environmentTime = CLOCK_TIME(19, 0);
}
}
}
// SceneTableEntry Header Command 0x05: Wind Settings
void Scene_HeaderCmdWindSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
s8 temp1 = cmd->windSettings.west;
s8 temp2 = cmd->windSettings.vertical;
s8 temp3 = cmd->windSettings.south;
globalCtx->envCtx.windDir.x = temp1;
globalCtx->envCtx.windDir.y = temp2;
globalCtx->envCtx.windDir.z = temp3;
globalCtx->envCtx.windSpeed = cmd->windSettings.clothIntensity;
}
// SceneTableEntry Header Command 0x13: Exit List
void Scene_HeaderCmdExitList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupExitList = Lib_SegmentedToVirtual(cmd->exitList.segment);
}
// SceneTableEntry Header Command 0x09: Undefined
void Scene_HeaderCmd09(GlobalContext* globalCtx, SceneCmd* cmd) {
}
// SceneTableEntry Header Command 0x15: Sound Settings=
void Scene_HeaderCmdSoundSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->soundCtx.seqIndex = cmd->soundSettings.musicSeq;
globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nighttimeSFX;
if (gSaveContext.seqIndex == (u8)NA_BGM_DISABLED || func_801A8A50(0) == NA_BGM_FINAL_HOURS) {
audio_setBGM(cmd->soundSettings.bgmId);
}
}
// SceneTableEntry Header Command 0x16: Echo Setting
void Scene_HeaderCmdEchoSetting(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.currRoom.echo = cmd->echoSettings.echo;
}
// SceneTableEntry Header Command 0x18: Alternate Header List=
void Scene_HeaderCmdAltHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) {
SceneCmd** altHeaderList;
SceneCmd* altHeader;
if (gSaveContext.sceneSetupIndex) {
altHeaderList = Lib_SegmentedToVirtual(cmd->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.sceneSetupIndex - 1];
if (altHeader != NULL) {
Scene_ProcessHeader(globalCtx, Lib_SegmentedToVirtual(altHeader));
(cmd + 1)->base.code = 0x14;
}
}
}
// SceneTableEntry Header Command 0x17: Cutscene List
void Scene_HeaderCmdCutsceneList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->csCtx.sceneCsCount = cmd->base.data1;
globalCtx->csCtx.sceneCsList = Lib_SegmentedToVirtual(cmd->base.data2);
}
// SceneTableEntry Header Command 0x1B: Actor Cutscene List
void Scene_HeaderCmdActorCutsceneList(GlobalContext* globalCtx, SceneCmd* cmd) {
ActorCutscene_Init(globalCtx, Lib_SegmentedToVirtual(cmd->cutsceneActorList.segment), cmd->cutsceneActorList.num);
}
// SceneTableEntry Header Command 0x1C: Mini Maps
void Scene_HeaderCmdMiniMap(GlobalContext* globalCtx, SceneCmd* cmd) {
func_80104CF4(globalCtx);
func_8010549C(globalCtx, cmd->minimapSettings.segment);
}
// SceneTableEntry Header Command 0x1D: Undefined
void Scene_HeaderCmd1D(GlobalContext* globalCtx, SceneCmd* cmd) {
}
// SceneTableEntry Header Command 0x1E: Minimap Compass Icon Info
void Scene_HeaderCmdMiniMapCompassInfo(GlobalContext* globalCtx, SceneCmd* cmd) {
func_8010565C(globalCtx, cmd->minimapChests.num, cmd->minimapChests.segment);
}
// SceneTableEntry Header Command 0x1A: Sets Area Visited Flag
void Scene_HeaderCmdSetAreaVisitedFlag(GlobalContext* globalCtx, SceneCmd* cmd) {
s16 j = 0;
s16 i = 0;
while (true) {
if (gScenesPerRegion[i][j] == 0xFFFF) {
i++;
j = 0;
if (i == ARRAY_COUNT(gScenesPerRegion)) {
break;
}
}
if (globalCtx->sceneNum == gScenesPerRegion[i][j]) {
break;
}
j++;
}
if (i < ARRAY_COUNT(gScenesPerRegion)) {
gSaveContext.save.mapsVisited = (gBitFlags[i] | gSaveContext.save.mapsVisited) | gSaveContext.save.mapsVisited;
}
}
// SceneTableEntry Header Command 0x1A: Material Animations
void Scene_HeaderCmdAnimatedMaterials(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->sceneMaterialAnims = (AnimatedMaterial*)Lib_SegmentedToVirtual(cmd->textureAnimations.segment);
}
/**
* Sets the exit fade from the next entrance index.
*/
void Scene_SetExitFade(GlobalContext* globalCtx) {
globalCtx->unk_1887F = Entrance_GetTransitionFlags(globalCtx->nextEntranceIndex) & 0x7F;
}
/**
* Executes all of the commands in a scene or room header.
*/
s32 Scene_ProcessHeader(GlobalContext* globalCtx, SceneCmd* header) {
static void (*sceneCmdHandlers[])(GlobalContext*, SceneCmd*) = {
Scene_HeaderCmdSpawnList,
Scene_HeaderCmdActorList,
Scene_HeaderCmdActorCutsceneCamList,
Scene_HeaderCmdColHeader,
Scene_HeaderCmdRoomList,
Scene_HeaderCmdWindSettings,
Scene_HeaderCmdEntranceList,
Scene_HeaderCmdSpecialFiles,
Scene_HeaderCmdRoomBehavior,
Scene_HeaderCmd09,
Scene_HeaderCmdMesh,
Scene_HeaderCmdObjectList,
Scene_HeaderCmdLightList,
Scene_HeaderCmdPathList,
Scene_HeaderCmdTransiActorList,
Scene_HeaderCmdEnvLightSettings,
Scene_HeaderCmdTimeSettings,
Scene_HeaderCmdSkyboxSettings,
Scene_HeaderCmdSkyboxDisables,
Scene_HeaderCmdExitList,
NULL,
Scene_HeaderCmdSoundSettings,
Scene_HeaderCmdEchoSetting,
Scene_HeaderCmdCutsceneList,
Scene_HeaderCmdAltHeaderList,
Scene_HeaderCmdSetAreaVisitedFlag,
Scene_HeaderCmdAnimatedMaterials,
Scene_HeaderCmdActorCutsceneList,
Scene_HeaderCmdMiniMap,
Scene_HeaderCmd1D,
Scene_HeaderCmdMiniMapCompassInfo,
};
u32 cmdId;
while (true) {
cmdId = header->base.code;
if (cmdId == SCENE_CMD_ID_END) {
break;
}
if (cmdId < SCENE_CMD_MAX) {
sceneCmdHandlers[cmdId](globalCtx, header);
}
header++;
}
return 0;
}
/**
* Creates an entrance index from the scene index, spawn index, and scene setup.
*/
u16 Entrance_CreateIndex(s32 sceneIndex, s32 spawnIndex, s32 sceneSetup) {
return (((sceneIndex << 9) | (spawnIndex << 4)) | sceneSetup) & 0xFFFF;
}
/**
* Creates an entrance index from the current entrance index with the given spawn index.
*/
u16 Entrance_CreateIndexFromSpawn(s32 spawnIndex) {
return Entrance_CreateIndex(gSaveContext.save.entranceIndex >> 9, spawnIndex, 0);
}