Files
oot/src/code/z_scene.c
T
Dragorn421 ed77e143b6 [headers] Create one_point_cutscene.h, z64olib.h and move stuff to z64{object,player,scene}.h (#2250)
* [headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to `z64{object,player,scene}.h`

* bss

* sSceneCmdHandlers

* bss

* bss
2024-10-01 13:14:54 -04:00

552 lines
22 KiB
C

#include "global.h"
#include "terminal.h"
#include "versions.h"
SceneCmdHandlerFunc sSceneCmdHandlers[SCENE_CMD_ID_MAX];
RomFile sNaviQuestHintFiles[];
/**
* Spawn an object file of a specified ID that will persist through room changes.
*
* This waits for the file to be fully loaded, the data is available when the function returns.
*
* @return The new object slot corresponding to the requested object ID.
*
* @note This function is not meant to be called externally to spawn object files on the fly.
* When an object is spawned with this function, all objects that come before it in the entry list will be treated as
* persistent, which will likely cause either the amount of free slots or object space memory to run out.
* This function is only meant to be called internally on scene load, before the object list from any room is processed.
*/
s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) {
u32 size;
objectCtx->slots[objectCtx->numEntries].id = objectId;
size = gObjectTable[objectId].vromEnd - gObjectTable[objectId].vromStart;
PRINTF("OBJECT[%d] SIZE %fK SEG=%x\n", objectId, size / 1024.0f, objectCtx->slots[objectCtx->numEntries].segment);
PRINTF("num=%d adrs=%x end=%x\n", objectCtx->numEntries,
(uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size, objectCtx->spaceEnd);
ASSERT(((objectCtx->numEntries < ARRAY_COUNT(objectCtx->slots)) &&
(((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size) < (uintptr_t)objectCtx->spaceEnd)),
"this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment",
"../z_scene.c", 142);
DMA_REQUEST_SYNC(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[objectId].vromStart, size,
"../z_scene.c", 145);
if (objectCtx->numEntries < (ARRAY_COUNT(objectCtx->slots) - 1)) {
objectCtx->slots[objectCtx->numEntries + 1].segment =
(void*)ALIGN16((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size);
}
objectCtx->numEntries++;
objectCtx->numPersistentEntries = objectCtx->numEntries;
return objectCtx->numEntries - 1;
}
// PAL N64 versions reduce the size of object space by 4 KiB in order to give some space back to
// the Zelda arena, which can help prevent an issue where actors fail to spawn in specific areas
// (sometimes referred to as the "Hyrule Field Glitch" although it can happen in more places than Hyrule Field).
#if !OOT_PAL_N64
#define OBJECT_SPACE_ADJUSTMENT 0
#else
#define OBJECT_SPACE_ADJUSTMENT (4 * 1024)
#endif
void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
PlayState* play2 = play;
s32 pad;
u32 spaceSize;
s32 i;
if (play2->sceneId == SCENE_HYRULE_FIELD) {
spaceSize = 1000 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else if (play2->sceneId == SCENE_GANON_BOSS) {
if (gSaveContext.sceneLayer != 4) {
spaceSize = 1150 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else {
spaceSize = 1000 * 1024 - OBJECT_SPACE_ADJUSTMENT;
}
} else if (play2->sceneId == SCENE_SPIRIT_TEMPLE_BOSS) {
spaceSize = 1050 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else if (play2->sceneId == SCENE_CHAMBER_OF_THE_SAGES) {
spaceSize = 1050 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else if (play2->sceneId == SCENE_GANONDORF_BOSS) {
spaceSize = 1050 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else {
spaceSize = 1000 * 1024 - OBJECT_SPACE_ADJUSTMENT;
}
objectCtx->numEntries = objectCtx->numPersistentEntries = 0;
objectCtx->mainKeepSlot = objectCtx->subKeepSlot = 0;
for (i = 0; i < ARRAY_COUNT(objectCtx->slots); i++) {
objectCtx->slots[i].id = OBJECT_INVALID;
}
PRINTF(VT_FGCOL(GREEN));
PRINTF(T("オブジェクト入れ替えバンク情報 %8.3fKB\n", "Object exchange bank data %8.3fKB\n"), spaceSize / 1024.0f);
PRINTF(VT_RST);
objectCtx->spaceStart = objectCtx->slots[0].segment =
GAME_STATE_ALLOC(&play->state, spaceSize, "../z_scene.c", 219);
objectCtx->spaceEnd = (void*)((uintptr_t)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, OBJECT_GAMEPLAY_KEEP);
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
}
void Object_UpdateEntries(ObjectContext* objectCtx) {
s32 i;
ObjectEntry* entry = &objectCtx->slots[0];
RomFile* objectFile;
u32 size;
for (i = 0; i < objectCtx->numEntries; i++) {
if (entry->id < 0) {
if (entry->dmaRequest.vromAddr == 0) {
osCreateMesgQueue(&entry->loadQueue, &entry->loadMsg, 1);
objectFile = &gObjectTable[-entry->id];
size = objectFile->vromEnd - objectFile->vromStart;
PRINTF("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, entry->segment);
DMA_REQUEST_ASYNC(&entry->dmaRequest, entry->segment, objectFile->vromStart, size, 0, &entry->loadQueue,
NULL, "../z_scene.c", 266);
} else if (osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
entry->id = -entry->id;
}
}
entry++;
}
}
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
s32 i;
for (i = 0; i < objectCtx->numEntries; i++) {
if (ABS(objectCtx->slots[i].id) == objectId) {
return i;
}
}
return -1;
}
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
if (objectCtx->slots[slot].id > 0) {
return true;
} else {
return false;
}
}
void func_800981B8(ObjectContext* objectCtx) {
s32 i;
s32 id;
u32 size;
for (i = 0; i < objectCtx->numEntries; i++) {
id = objectCtx->slots[i].id;
size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
PRINTF("OBJECT[%d] SIZE %fK SEG=%x\n", objectCtx->slots[i].id, size / 1024.0f, objectCtx->slots[i].segment);
PRINTF("num=%d adrs=%x end=%x\n", objectCtx->numEntries, (uintptr_t)objectCtx->slots[i].segment + size,
objectCtx->spaceEnd);
DMA_REQUEST_SYNC(objectCtx->slots[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
}
}
void* func_800982FC(ObjectContext* objectCtx, s32 slot, s16 objectId) {
ObjectEntry* entry = &objectCtx->slots[slot];
RomFile* objectFile = &gObjectTable[objectId];
u32 size;
void* nextPtr;
entry->id = -objectId;
entry->dmaRequest.vromAddr = 0;
size = objectFile->vromEnd - objectFile->vromStart;
PRINTF("OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK\n", slot, objectId, size / 1024.0f);
nextPtr = (void*)ALIGN16((uintptr_t)entry->segment + size);
ASSERT(nextPtr < objectCtx->spaceEnd, "nextptr < this->endSegment", "../z_scene.c", 381);
PRINTF(T("オブジェクト入れ替え空きサイズ=%08x\n", "Object exchange free size=%08x\n"),
(uintptr_t)objectCtx->spaceEnd - (uintptr_t)nextPtr);
return nextPtr;
}
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
while (true) {
u32 cmdCode = sceneCmd->base.code;
PRINTF("*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***\n", cmdCode, sceneCmd->base.data1,
sceneCmd->base.data2);
if (cmdCode == SCENE_CMD_ID_END) {
break;
}
if (cmdCode < ARRAY_COUNT(sSceneCmdHandlers)) {
sSceneCmdHandlers[cmdCode](play, sceneCmd);
} else {
PRINTF(VT_FGCOL(RED));
PRINTF(T("code の値が異常です\n", "code variable is abnormal\n"));
PRINTF(VT_RST);
}
sceneCmd++;
}
return 0;
}
BAD_RETURN(s32) Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
ActorEntry* playerEntry = play->playerEntry =
(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->playerEntryList.data) + play->spawnList[play->spawn].playerEntryIndex;
s16 linkObjectId;
play->linkAgeOnLoad = ((void)0, gSaveContext.save.linkAge);
linkObjectId = gLinkObjectIds[((void)0, gSaveContext.save.linkAge)];
gActorOverlayTable[playerEntry->id].profile->objectId = linkObjectId;
Object_SpawnPersistent(&play->objectCtx, linkObjectId);
}
BAD_RETURN(s32) Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) {
play->numActorEntries = cmd->actorEntryList.length;
play->actorEntryList = SEGMENTED_TO_VIRTUAL(cmd->actorEntryList.data);
}
BAD_RETURN(s32) Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
play->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment);
}
BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data);
colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList);
colHeader->surfaceTypeList = SEGMENTED_TO_VIRTUAL(colHeader->surfaceTypeList);
colHeader->bgCamList = SEGMENTED_TO_VIRTUAL(colHeader->bgCamList);
colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes);
BgCheck_Allocate(&play->colCtx, play, colHeader);
}
BAD_RETURN(s32) Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
play->roomList.count = cmd->roomList.length;
play->roomList.romFiles = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
}
BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
play->spawnList = SEGMENTED_TO_VIRTUAL(cmd->spawnList.data);
}
BAD_RETURN(s32) Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
}
if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
play->naviQuestHints = Play_LoadFile(play, &sNaviQuestHintFiles[cmd->specialFiles.naviQuestHintFileId - 1]);
}
}
BAD_RETURN(s32) Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
}
BAD_RETURN(s32) Scene_CommandRoomShape(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.roomShape = SEGMENTED_TO_VIRTUAL(cmd->mesh.data);
}
BAD_RETURN(s32) Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
s32 i;
s32 j;
s32 k;
ObjectEntry* entry;
ObjectEntry* invalidatedEntry;
ObjectEntry* entries;
s16* objectListEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
void* nextPtr;
k = 0;
i = play->objectCtx.numPersistentEntries;
entries = play->objectCtx.slots;
entry = &play->objectCtx.slots[i];
while (i < play->objectCtx.numEntries) {
if (entry->id != *objectListEntry) {
invalidatedEntry = &play->objectCtx.slots[i];
for (j = i; j < play->objectCtx.numEntries; j++) {
invalidatedEntry->id = OBJECT_INVALID;
invalidatedEntry++;
}
play->objectCtx.numEntries = i;
Actor_KillAllWithMissingObject(play, &play->actorCtx);
continue;
}
i++;
k++;
objectListEntry++;
entry++;
}
ASSERT(cmd->objectList.length <= ARRAY_COUNT(play->objectCtx.slots),
"scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX", "../z_scene.c", 705);
while (k < cmd->objectList.length) {
nextPtr = func_800982FC(&play->objectCtx, i, *objectListEntry);
if (i < (ARRAY_COUNT(play->objectCtx.slots) - 1)) {
entries[i + 1].segment = nextPtr;
}
i++;
k++;
objectListEntry++;
}
play->objectCtx.numEntries = i;
}
BAD_RETURN(s32) Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
s32 i;
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data);
for (i = 0; i < cmd->lightList.length; i++) {
LightContext_InsertLight(play, &play->lightCtx, lightInfo);
lightInfo++;
}
}
BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
play->pathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data);
}
BAD_RETURN(s32) Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
play->transitionActors.count = cmd->transiActorList.length;
play->transitionActors.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
}
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
transitionActors->count = 0;
}
BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
play->envCtx.numLightSettings = cmd->lightSettingList.length;
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data);
}
BAD_RETURN(s32) Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
play->skyboxId = cmd->skyboxSettings.skyboxId;
play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
}
BAD_RETURN(s32) Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled;
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled;
}
BAD_RETURN(s32) Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) {
gSaveContext.skyboxTime = gSaveContext.save.dayTime =
((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
}
if (cmd->timeSettings.timeSpeed != 0xFF) {
play->envCtx.sceneTimeSpeed = cmd->timeSettings.timeSpeed;
} else {
play->envCtx.sceneTimeSpeed = 0;
}
if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
gTimeSpeed = play->envCtx.sceneTimeSpeed;
}
play->envCtx.sunPos.x = -(Math_SinS(((void)0, gSaveContext.save.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
play->envCtx.sunPos.y = (Math_CosS(((void)0, gSaveContext.save.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
play->envCtx.sunPos.z = (Math_CosS(((void)0, gSaveContext.save.dayTime) - CLOCK_TIME(12, 0)) * 20.0f) * 25.0f;
if (((play->envCtx.sceneTimeSpeed == 0) && (gSaveContext.save.cutsceneIndex < 0xFFF0)) ||
(gSaveContext.save.entranceIndex == ENTR_LAKE_HYLIA_8)) {
#if OOT_VERSION >= PAL_1_0
gSaveContext.skyboxTime = ((void)0, gSaveContext.save.dayTime);
#endif
#if OOT_VERSION < PAL_1_0
if ((gSaveContext.skyboxTime > CLOCK_TIME(4, 0)) && (gSaveContext.skyboxTime <= CLOCK_TIME(5, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(5, 0) + 1;
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(6, 0)) && (gSaveContext.skyboxTime <= CLOCK_TIME(8, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(8, 0) + 1;
#else
if ((gSaveContext.skyboxTime > CLOCK_TIME(4, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(6, 30))) {
gSaveContext.skyboxTime = CLOCK_TIME(5, 0) + 1;
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(6, 30)) && (gSaveContext.skyboxTime <= CLOCK_TIME(8, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(8, 0) + 1;
#endif
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(16, 0)) && (gSaveContext.skyboxTime <= CLOCK_TIME(17, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(17, 0) + 1;
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(18, 0) + 1) &&
(gSaveContext.skyboxTime <= CLOCK_TIME(19, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(19, 0) + 1;
}
}
}
BAD_RETURN(s32) Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
s8 x = cmd->windSettings.x;
s8 y = cmd->windSettings.y;
s8 z = cmd->windSettings.z;
play->envCtx.windDirection.x = x;
play->envCtx.windDirection.y = y;
play->envCtx.windDirection.z = z;
play->envCtx.windSpeed = cmd->windSettings.unk_07;
}
BAD_RETURN(s32) Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
play->exitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data);
}
BAD_RETURN(s32) Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
play->sceneSequences.seqId = cmd->soundSettings.seqId;
play->sceneSequences.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
if (gSaveContext.seqId == (u8)NA_BGM_DISABLED) {
SEQCMD_RESET_AUDIO_HEAP(0, cmd->soundSettings.specId);
}
}
BAD_RETURN(s32) Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
}
BAD_RETURN(s32) Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
PRINTF("\n[ZU]sceneset age =[%X]", ((void)0, gSaveContext.save.linkAge));
PRINTF("\n[ZU]sceneset time =[%X]", ((void)0, gSaveContext.save.cutsceneIndex));
PRINTF("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneLayer));
if (gSaveContext.sceneLayer != 0) {
SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1];
if (altHeader != NULL) {
Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
(cmd + 1)->base.code = SCENE_CMD_ID_END;
} else {
PRINTF(T("\nげぼはっ! 指定されたデータがないでええっす!", "\nCoughh! There is no specified dataaaaa!"));
if (gSaveContext.sceneLayer == SCENE_LAYER_ADULT_NIGHT) {
// Due to the condition above, this is equivalent to accessing altHeaders[SCENE_LAYER_ADULT_DAY - 1]
SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(
cmd->altHeaders
.data))[(gSaveContext.sceneLayer - SCENE_LAYER_ADULT_NIGHT) + SCENE_LAYER_ADULT_DAY - 1];
PRINTF(T("\nそこで、大人の昼データを使用するでええっす!!", "\nUsing adult day data there!!"));
if (altHeader != NULL) {
Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
(cmd + 1)->base.code = SCENE_CMD_ID_END;
}
}
}
}
}
BAD_RETURN(s32) Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
PRINTF("\ngame_play->demo_play.data=[%x]", play->csCtx.script);
play->csCtx.script = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data);
}
BAD_RETURN(s32) Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
R_SCENE_CAM_TYPE = cmd->miscSettings.sceneCamType;
gSaveContext.worldMapArea = cmd->miscSettings.area;
if ((play->sceneId == SCENE_BAZAAR) || (play->sceneId == SCENE_SHOOTING_GALLERY)) {
if (LINK_AGE_IN_YEARS == YEARS_ADULT) {
gSaveContext.worldMapArea = WORLD_MAP_AREA_KAKARIKO_VILLAGE;
}
}
if (((play->sceneId >= SCENE_HYRULE_FIELD) && (play->sceneId <= SCENE_OUTSIDE_GANONS_CASTLE)) ||
((play->sceneId >= SCENE_MARKET_ENTRANCE_DAY) && (play->sceneId <= SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS))) {
if (gSaveContext.save.cutsceneIndex < 0xFFF0) {
gSaveContext.save.info.worldMapAreaData |= gBitFlags[((void)0, gSaveContext.worldMapArea)];
PRINTF("000 area_arrival=%x (%d)\n", gSaveContext.save.info.worldMapAreaData,
((void)0, gSaveContext.worldMapArea));
}
}
}
void Scene_SetTransitionForNextEntrance(PlayState* play) {
s16 entranceIndex;
if (!IS_DAY) {
if (!LINK_IS_ADULT) {
entranceIndex = play->nextEntranceIndex + 1;
} else {
entranceIndex = play->nextEntranceIndex + 3;
}
} else {
if (!LINK_IS_ADULT) {
entranceIndex = play->nextEntranceIndex;
} else {
entranceIndex = play->nextEntranceIndex + 2;
}
}
play->transitionType = ENTRANCE_INFO_START_TRANS_TYPE(gEntranceTable[entranceIndex].field);
}
SceneCmdHandlerFunc sSceneCmdHandlers[SCENE_CMD_ID_MAX] = {
Scene_CommandPlayerEntryList, // SCENE_CMD_ID_SPAWN_LIST
Scene_CommandActorEntryList, // SCENE_CMD_ID_ACTOR_LIST
Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2
Scene_CommandCollisionHeader, // SCENE_CMD_ID_COLLISION_HEADER
Scene_CommandRoomList, // SCENE_CMD_ID_ROOM_LIST
Scene_CommandWindSettings, // SCENE_CMD_ID_WIND_SETTINGS
Scene_CommandSpawnList, // SCENE_CMD_ID_ENTRANCE_LIST
Scene_CommandSpecialFiles, // SCENE_CMD_ID_SPECIAL_FILES
Scene_CommandRoomBehavior, // SCENE_CMD_ID_ROOM_BEHAVIOR
Scene_CommandUndefined9, // SCENE_CMD_ID_UNDEFINED_9
Scene_CommandRoomShape, // 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_CommandTransitionActorEntryList, // SCENE_CMD_ID_TRANSITION_ACTOR_LIST
Scene_CommandLightSettingsList, // SCENE_CMD_ID_LIGHT_SETTINGS_LIST
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_CommandEchoSettings, // SCENE_CMD_ID_ECHO_SETTINGS
Scene_CommandCutsceneData, // SCENE_CMD_ID_CUTSCENE_DATA
Scene_CommandAlternateHeaderList, // SCENE_CMD_ID_ALTERNATE_HEADER_LIST
Scene_CommandMiscSettings, // SCENE_CMD_ID_MISC_SETTINGS
};
RomFile sNaviQuestHintFiles[] = {
ROM_FILE(elf_message_field),
ROM_FILE(elf_message_ydan),
};