#include #include /* TODO: There are a few issues left with this file, but many rely on larger structural project changes. I am avoiding these in the mean time in order to not break the Ghidra project structures. We need a header file for just z_scene. Including relevant structs, scene, and object enums. Needs definition for OBJECT_EXCHANGE_BANK_MAX The .data, .bss, and .rodata sections are not migrated to this file yet. */ s32 Scene_LoadObject(SceneContext* sceneCtxt, s16 id) { u32 size; sceneCtxt->objects[sceneCtxt->objectCount].id = id; size = objectFileTable[id].vromEnd - objectFileTable[id].vromStart; if (sceneCtxt) {} if (size) { DmaMgr_SendRequest0(sceneCtxt->objects[sceneCtxt->objectCount].vramAddr, objectFileTable[id].vromStart, size); } // TODO: This 0x22 is OBJECT_EXCHANGE_BANK_MAX - 1 in OOT if (sceneCtxt->objectCount < 0x22) { sceneCtxt->objects[sceneCtxt->objectCount + 1].vramAddr = // UB to cast pointer to u32 (void*)ALIGN16((u32)sceneCtxt->objects[sceneCtxt->objectCount].vramAddr + size); } sceneCtxt->objectCount++; sceneCtxt->spawnedObjectCount = sceneCtxt->objectCount; return sceneCtxt->objectCount - 1; } void Scene_Init(GlobalContext* ctxt, SceneContext* sceneCtxt) { GlobalContext* global = ctxt; // Needs to be a new variable to match (possibly a sub struct?) u32 unused; u32 spaceSize; s32 i; if (global->sceneNum == SCENE_CLOCKTOWER || global->sceneNum == SCENE_TOWN || global->sceneNum == SCENE_BACKTOWN || global->sceneNum == SCENE_ICHIBA) { spaceSize = 1566720; } else if (global->sceneNum == SCENE_MILK_BAR) { spaceSize = 1617920; } else if (global->sceneNum == SCENE_00KEIKOKU) { spaceSize = 1505280; } else { spaceSize = 1413120; } sceneCtxt->objectCount = 0; sceneCtxt->spawnedObjectCount = 0; sceneCtxt->mainKeepIndex = 0; sceneCtxt->keepObjectId = 0; // TODO: 0x23 is OBJECT_EXCHANGE_BANK_MAX in OOT for (i = 0; i < 0x23; i++) sceneCtxt->objects[i].id = 0; sceneCtxt->objectVramStart = sceneCtxt->objects[0].vramAddr = THA_AllocEndAlign16(&ctxt->state.heap, spaceSize); // UB to cast sceneCtxt->objectVramStart to s32 sceneCtxt->objectVramEnd = (void*)((u32)sceneCtxt->objectVramStart + spaceSize); // TODO: Second argument here is an object enum sceneCtxt->mainKeepIndex = Scene_LoadObject(sceneCtxt, 1); // TODO: Segment number enum? gRspSegmentPhysAddrs[4] = PHYSICAL_TO_VIRTUAL(sceneCtxt->objects[sceneCtxt->mainKeepIndex].vramAddr); } void Scene_ReloadUnloadedObjects(SceneContext* sceneCtxt) { s32 i; SceneObject* status; ObjectFileTableEntry* objectFile; u32 size; status = &sceneCtxt->objects[0]; for (i = 0; i < sceneCtxt->objectCount; 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->vramAddr, objectFile->vromStart, size, 0, &status->loadQueue, NULL); } } else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) { status->id = id; } } status++; } } s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) { s32 i; for(i = 0; i < sceneCtxt->objectCount; i++) { if((sceneCtxt->objects[i].id < 0 ? -sceneCtxt->objects[i].id : sceneCtxt->objects[i].id) == objectId) { return i; } } return -1; } s32 Scene_IsObjectLoaded(SceneContext* actorShape, s32 index) { if (actorShape->objects[index].id > 0) { return 1; } else { return 0; } } void Scene_DmaAllObjects(SceneContext* sceneCtxt) { s32 i; s32 id; u32 vromSize; for (i = 0; i < sceneCtxt->objectCount; i++) { id = sceneCtxt->objects[i].id; vromSize = objectFileTable[id].vromEnd - objectFileTable[id].vromStart; if (vromSize == 0) { continue; } DmaMgr_SendRequest0(sceneCtxt->objects[i].vramAddr, objectFileTable[id].vromStart, vromSize); } } void* func_8012F73C(SceneContext* sceneCtxt, s32 iParm2, s16 id) { u32 addr; u32 vromSize; ObjectFileTableEntry* fileTableEntry; sceneCtxt->objects[iParm2].id = -id; sceneCtxt->objects[iParm2].dmaReq.vromAddr = 0; fileTableEntry = &objectFileTable[id]; vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart; // TODO: UB to cast void to u32 addr = ((u32)sceneCtxt->objects[iParm2].vramAddr) + vromSize; addr = ALIGN16(addr); // UB to cast u32 to pointer return (void*)addr; } // Scene Command 0x00: Link Spawn List void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) { GlobalContext* global = ctxt; // Needs to be a new variable to match (possibly a sub struct?) s32 loadedCount; void* objectVramAddr; s16 temp16; u8 unk20; ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt(entry->spawnList.segment) + ctxt->setupEntranceList[ctxt->curSpawn].spawn; if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C || (gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF) ) { Scene_LoadObject(&ctxt->sceneContext, OBJECT_STK); return; } loadedCount = Scene_LoadObject(&ctxt->sceneContext, OBJECT_LINK_CHILD); objectVramAddr = global->sceneContext.objects[global->sceneContext.objectCount].vramAddr; ctxt->sceneContext.objectCount = loadedCount; ctxt->sceneContext.spawnedObjectCount = loadedCount; unk20 = gSaveContext.perm.unk20; temp16 = D_801C2730[unk20]; gActorOverlayTable[0].initInfo->objectId = temp16; Scene_LoadObject(&ctxt->sceneContext, temp16); ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr; } // Scene Command 0x01: Actor List void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) { ctxt->sceneNumActorsToLoad = (u16)entry->actorList.num; ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt(entry->actorList.segment); ctxt->actorCtx.unkC = (u16)0; } // Scene Command 0x02: Cutscene Camera List void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) { ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt(entry->csCameraList.segment); } // Scene Command 0x03: Collision Header void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) { BgMeshHeader* temp_ret; BgMeshHeader* temp_s0; temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt(entry->colHeader.segment); temp_s0 = temp_ret; temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices); temp_s0->polygons = (BgPolygon*)Lib_PtrSegToVirt(temp_s0->polygons); if (temp_s0->attributes != 0) { temp_s0->attributes = (BgPolygonAttributes*)Lib_PtrSegToVirt(temp_s0->attributes); } if (temp_s0->cameraData != 0) { temp_s0->cameraData = (void*)Lib_PtrSegToVirt(temp_s0->cameraData); } if (temp_s0->waterboxes != 0) { temp_s0->waterboxes = (BgWaterBox*)Lib_PtrSegToVirt(temp_s0->waterboxes); } BgCheck_Init(&ctxt->colCtx, ctxt, temp_s0); } // Scene Command 0x04: Room List void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) { ctxt->numRooms = entry->roomList.num; ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt(entry->roomList.segment); } // Scene Command 0x06: Entrance List void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) { ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt(entry->entranceList.segment); } // Scene Command 0x07: Special Files void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) { if (entry->specialFiles.keepObjectId != 0) { ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext, entry->specialFiles.keepObjectId); // TODO: Segment number enum? gRspSegmentPhysAddrs[5] = PHYSICAL_TO_VIRTUAL(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr); } if (entry->specialFiles.cUpElfMsgNum != 0) { ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->specialFiles.cUpElfMsgNum - 1]); } } // Scene Command 0x08: Room Behavior void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) { ctxt->roomContext.currRoom.unk3 = entry->roomBehavior.gpFlag1; ctxt->roomContext.currRoom.unk2 = entry->roomBehavior.gpFlag2 & 0xFF; ctxt->roomContext.currRoom.unk5 = (entry->roomBehavior.gpFlag2 >> 8) & 1; ctxt->msgCtx.unk12044 = (entry->roomBehavior.gpFlag2 >> 0xa) & 1; ctxt->roomContext.currRoom.enablePosLights = (entry->roomBehavior.gpFlag2 >> 0xb) & 1; ctxt->kankyoContext.unkE2 = (entry->roomBehavior.gpFlag2 >> 0xc) & 1; } // Scene Command 0x0A: Mesh Header void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) { ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt(entry->mesh.segment); } // Scene Command 0x0B: Object List void Scene_HeaderCommand0B(GlobalContext *ctxt, SceneCmd *entry) { s32 i, j, k; SceneObject* firstObject; SceneObject* status; SceneObject* status2; s16* objectEntry; void* nextPtr; objectEntry = (s16*)Lib_PtrSegToVirt(entry->objectList.segment); k = 0; i = ctxt->sceneContext.spawnedObjectCount; status = &ctxt->sceneContext.objects[i]; firstObject = ctxt->sceneContext.objects; while (i < ctxt->sceneContext.objectCount) { if (status->id != *objectEntry) { status2 = &ctxt->sceneContext.objects[i]; for (j = i; j < ctxt->sceneContext.objectCount; j++) { status2->id = 0; status2++; } ctxt->sceneContext.objectCount = i; func_800BA6FC(ctxt, &ctxt->actorCtx); continue; } i++; k++; objectEntry++; status++; } while (k < entry->objectList.num) { nextPtr = func_8012F73C(&ctxt->sceneContext, i, *objectEntry); // TODO: This 0x22 is OBJECT_EXCHANGE_BANK_MAX - 1 in OOT if (i < 0x22) { firstObject[i + 1].vramAddr = nextPtr; } i++; k++; objectEntry++; } ctxt->sceneContext.objectCount = i; } // Scene Command 0x0C: Light List void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) { s32 i; LightInfo* lightInfo; lightInfo = (LightInfo*)Lib_PtrSegToVirt(entry->lightList.segment); for (i = 0; i < entry->lightList.num; i++) { Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo); lightInfo++; } } // Scene Command 0x0D: Path List void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) { ctxt->setupPathList = (void*)Lib_PtrSegToVirt(entry->pathList.segment); } // Scene Command 0x0E: Transition Actor List void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) { ctxt->transitionActorCount = entry->transiActorList.num; ctxt->transitionActorList = (TransitionActorEntry*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment); func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList); } void func_8012FEBC(GlobalContext* ctxt, u8* nbTransitionActors) { *nbTransitionActors = 0; } // Scene Command 0x0F: Light Setting List void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) { ctxt->kankyoContext.environmentSettingsCount = entry->lightSettingList.num; ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt(entry->lightSettingList.segment); } s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) { u32 vromStart = D_801C2660[fileIndex].vromStart; u32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart; if (fileSize) { ctxt->roomContext.unk74 = THA_AllocEndAlign16(&ctxt->state.heap, fileSize); return DmaMgr_SendRequest0(ctxt->roomContext.unk74, vromStart, fileSize); } // UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one. } // Scene Command 0x11: Skybox Settings void Scene_HeaderCommand11(GlobalContext* ctxt, SceneCmd* entry) { ctxt->unk18874 = entry->skyboxSettings.skyboxId & 3; ctxt->kankyoContext.unk17 = ctxt->kankyoContext.unk18 = entry->skyboxSettings.unk5; ctxt->kankyoContext.unk1E = entry->skyboxSettings.unk6; func_8012FF10(ctxt, entry->skyboxSettings.data1); } // Scene Command 0x12: Skybox Disables void Scene_HeaderCommand12(GlobalContext* ctxt, SceneCmd* entry) { ctxt->kankyoContext.unk15 = entry->skyboxDisables.unk4; ctxt->kankyoContext.unk16 = entry->skyboxDisables.unk5; } // Scene Command 0x10: Time Settings void Scene_HeaderCommand10(GlobalContext *ctxt, SceneCmd *entry) { u32 dayTime; if (entry->timeSettings.hour != 0xFF && entry->timeSettings.min != 0xFF) { gSaveContext.extra.environmentTime = gSaveContext.perm.time = (u16)(((entry->timeSettings.hour + (entry->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f); } if (entry->timeSettings.unk6 != 0xFF) { ctxt->kankyoContext.unk2 = entry->timeSettings.unk6; } else { ctxt->kankyoContext.unk2 = 0; } if (gSaveContext.perm.inv.items[0] == 0xFF) { if (ctxt->kankyoContext.unk2 != 0) { ctxt->kankyoContext.unk2 = 5; } } if (gSaveContext.extra.unk2b8 == 0) { // TODO: Needs REG macro gStaticContext->data[0x0F] = ctxt->kankyoContext.unk2; } dayTime = gSaveContext.perm.time; ctxt->kankyoContext.unk4 = -(Math_Sins(dayTime - 0x8000) * 120.0f) * 25.0f; dayTime = gSaveContext.perm.time; ctxt->kankyoContext.unk8 = (Math_Coss(dayTime - 0x8000) * 120.0f) * 25.0f; dayTime = gSaveContext.perm.time; ctxt->kankyoContext.unkC = (Math_Coss(dayTime - 0x8000) * 20.0f) * 25.0f; if (ctxt->kankyoContext.unk2 == 0 && gSaveContext.perm.cutscene < 0xFFF0) { gSaveContext.extra.environmentTime = gSaveContext.perm.time; if (gSaveContext.extra.environmentTime >= 0x2AAA && gSaveContext.extra.environmentTime < 0x4555) { gSaveContext.extra.environmentTime = 0x3555; } else if (gSaveContext.extra.environmentTime >= 0x4555 && gSaveContext.extra.environmentTime < 0x5555) { gSaveContext.extra.environmentTime = 0x5555; } else if (gSaveContext.extra.environmentTime >= 0xAAAA && gSaveContext.extra.environmentTime < 0xB555) { gSaveContext.extra.environmentTime = 0xB555; } else if (gSaveContext.extra.environmentTime >= 0xC000 && gSaveContext.extra.environmentTime < 0xCAAA) { gSaveContext.extra.environmentTime = 0xCAAA; } } } // Scene Command 0x05: Wind Settings void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) { s8 temp1 = entry->windSettings.west; s8 temp2 = entry->windSettings.vertical; s8 temp3 = entry->windSettings.south; ctxt->kankyoContext.windWest = temp1; ctxt->kankyoContext.windVertical = temp2; ctxt->kankyoContext.windSouth = temp3; ctxt->kankyoContext.windClothIntensity = entry->windSettings.clothIntensity; } void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) { ctxt->setupExitList = (void*)Lib_PtrSegToVirt(entry->exitList.segment); } // Scene Command 0x09: Undefined void Scene_HeaderCommand09(GlobalContext* ctxt, SceneCmd* entry) { } // Scene Command 0x15: Sound Settings void Scene_HeaderCommand15(GlobalContext* ctxt, SceneCmd* entry) { ctxt->unk814 = entry->soundSettings.musicSeq; ctxt->unk815 = entry->soundSettings.nighttimeSFX; if (gSaveContext.extra.unk276 == 0xFF || func_801A8A50(0) == 0x57) { audio_setBGM(entry->soundSettings.bgmId); } } // Scene Command 0x16: Echo Setting void Scene_HeaderCommand16(GlobalContext* ctxt, SceneCmd* entry) { ctxt->roomContext.currRoom.echo = entry->echoSettings.echo; } // Scene Command 0x18: Alternate Headers void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) { SceneCmd** altHeaderList; SceneCmd* altHeader; if (gSaveContext.extra.sceneSetupIndex) { altHeaderList = (SceneCmd**)Lib_PtrSegToVirt(entry->altHeaders.segment); altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1]; if (altHeader != NULL) { Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader)); (entry + 1)->base.code = 0x14; } } } // Scene Command 0x17: Cutscene Data void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) { ctxt->csCtx.cutsceneCount = (u8)entry->base.data1; ctxt->cutsceneList = (CutsceneEntry*)Lib_PtrSegToVirt((void*)entry->base.data2); } // Scene Command 0x1B: Cutscene Actor List void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) { ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt(entry->cutsceneActorList.segment), entry->cutsceneActorList.num); } // Scene Command 0x1C: Mini Maps void Scene_HeaderCommand1C(GlobalContext* ctxt, SceneCmd* entry) { func_80104CF4(ctxt); func_8010549C(ctxt, entry->minimapSettings.segment); } // Scene Command 0x1D: Undefined void Scene_HeaderCommand1D(GlobalContext* ctxt, SceneCmd* entry) { } // Scene Command 0x1E: Minimap Chests void Scene_HeaderCommand1E(GlobalContext* ctxt, SceneCmd* entry) { func_8010565C(ctxt, entry->minimapChests.num, entry->minimapChests.segment); } // Scene Command 0x19: Misc. Settings (Camera & World Map Area) void Scene_HeaderCommand19(GlobalContext *ctxt, SceneCmd *entry) { s16 j; s16 i; j = 0; i = 0; while (1) { if (scenesPerMapArea[i].scenes[j] == 0xFFFF) { i++; j=0; // 0x0B is sizeof(scenesPerMapArea) / sizeof(SceneIdList) ... but does not match calculated if (i == 0x0B) { break; } } if (ctxt->sceneNum == scenesPerMapArea[i].scenes[j]) { break; } j++; } // 0x0B is sizeof(scenesPerMapArea) / sizeof(SceneIdList) ... but does not match calculated if (i < 0x0B) { // This bitwise OR could be a macro, but all sane looking versions break matching. gSaveContext.perm.mapsVisited = (gBitFlags[i] | gSaveContext.perm.mapsVisited) | gSaveContext.perm.mapsVisited; } } // Scene Command 0x1A: Texture Animations void Scene_HeaderCommand1A(GlobalContext* ctxt, SceneCmd* entry) { ctxt->sceneTextureAnimations = (AnimatedTexture*)Lib_PtrSegToVirt(entry->textureAnimations.segment); } void func_801306A4(GlobalContext *ctxt) { ctxt->unk1887F = func_801323A0(ctxt->unk1887A) & 0x7F; } s32 Scene_ProcessHeader(GlobalContext* ctxt, SceneCmd* header) { u32 cmdCode; while (1) { cmdCode = header->base.code; if (cmdCode == 0x14) { break; } if (cmdCode < 0x1F) { sceneHeaderFuncTable[cmdCode](ctxt, header); } header++; } return 0; } u32 Scene_CreateEntrance(u32 sceneIndex, u32 spawnIndex, u32 offset) { return (((sceneIndex << 9) | (spawnIndex << 4)) | offset) & 0xFFFF; } void func_80130784(u32 spawnIndex) { Scene_CreateEntrance(gSaveContext.perm.entranceIndex >> 9, spawnIndex, 0); }