mm/src/code/z_room.c

150 lines
4.8 KiB
C

#include "global.h"
void Room_nop8012D510(PlayState* play, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) {
}
void Room_DrawType3Mesh(PlayState* play, Room* room, u32 flags) {
}
void Room_DrawType0Mesh(PlayState* play, Room* room, u32 flags) {
RoomMeshType0* mesh;
s32 i;
RoomMeshType0Params* meshParams;
GraphicsContext* gfxCtx;
UNK_TYPE4 pad;
gfxCtx = play->state.gfxCtx;
if (flags & 1) {
func_800BCBF4(&D_801C1D10, play);
gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment);
func_8012C268(play);
gSPMatrix(gfxCtx->polyOpa.p++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
func_800BCC68(&D_801C1D10, play);
gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment);
func_8012C2DC(play->state.gfxCtx);
gSPMatrix(gfxCtx->polyXlu.p++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD);
}
mesh = &room->mesh->type0;
meshParams = Lib_SegmentedToVirtual(mesh->paramsStart);
for (i = 0; i < mesh->count; i++) {
if ((flags & 1) && (meshParams->opaqueDl != NULL)) {
gSPDisplayList(gfxCtx->polyOpa.p++, meshParams->opaqueDl);
}
if ((flags & 2) && (meshParams->translucentDl != NULL)) {
gSPDisplayList(gfxCtx->polyXlu.p++, meshParams->translucentDl);
}
meshParams++;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_room/Room_DrawType2Mesh.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012DEE8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012E254.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_room/func_8012E32C.s")
void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags) {
RoomMeshType1* mesh = &room->mesh->type1;
if (mesh->format == 1) {
func_8012DEE8(play, room, flags);
} else if (mesh->format == 2) {
func_8012E32C(play, room, flags);
} else {
__assert("../z_room.c", 965);
}
}
void Room_Init(PlayState* play, RoomContext* roomCtx) {
s32 i;
roomCtx->curRoom.num = -1;
roomCtx->curRoom.segment = NULL;
roomCtx->unk78 = 1;
roomCtx->unk79 = 0;
for (i = 0; i < 3; i++) {
roomCtx->unk7A[i] = 0;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_room/Room_AllocateAndLoad.s")
s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index) {
if (roomCtx->unk31 == 0) {
s32 size;
roomCtx->prevRoom = roomCtx->curRoom;
roomCtx->curRoom.num = index;
roomCtx->curRoom.segment = NULL;
roomCtx->unk31 = 1;
size = play->roomList[index].vromEnd - play->roomList[index].vromStart;
roomCtx->activeRoomVram = (void*)(ALIGN16((u32)roomCtx->roomMemPages[roomCtx->activeMemPage] -
(size + 8) * roomCtx->activeMemPage - 7));
osCreateMesgQueue(&roomCtx->loadQueue, roomCtx->loadMsg, 1);
DmaMgr_SendRequestImpl(&roomCtx->dmaRequest, roomCtx->activeRoomVram, play->roomList[index].vromStart, size, 0,
&roomCtx->loadQueue, NULL);
roomCtx->activeMemPage ^= 1;
return 1;
}
return 0;
}
s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->unk31 == 1) {
if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
roomCtx->unk31 = 0;
roomCtx->curRoom.segment = roomCtx->activeRoomVram;
// TODO: Segment number enum
gSegments[0x03] = VIRTUAL_TO_PHYSICAL(roomCtx->activeRoomVram);
Scene_ProcessHeader(play, (SceneCmd*)roomCtx->curRoom.segment);
func_80123140(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (((play->sceneId != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) && (play->sceneId != SCENE_IKNINSIDE)) {
play->envCtx.lightSettingOverride = 0xFF;
play->envCtx.unk_E0 = 0;
}
func_800FEAB0();
if (!func_800FE4B8(play)) {
func_800FD858(play);
}
} else {
return 0;
}
}
return 1;
}
void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
// TODO: Segment number enum
gSegments[0x03] = VIRTUAL_TO_PHYSICAL(room->segment);
roomDrawFuncs[room->mesh->type0.type](play, room, flags);
}
return;
}
void func_8012EBF8(PlayState* play, RoomContext* roomCtx) {
roomCtx->prevRoom.num = -1;
roomCtx->prevRoom.segment = NULL;
func_800BA798(play, &play->actorCtx);
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (roomCtx->curRoom.num > -1) {
Map_InitRoomData(play, roomCtx->curRoom.num);
Minimap_SavePlayerRoomInitInfo(play);
}
func_801A3CD8(play->roomCtx.curRoom.echo);
}