mm/src/code/z_scene.c

606 lines
21 KiB
C

#include "global.h"
s32 Object_Spawn(ObjectContext* objectCtx, s16 id) {
size_t size;
objectCtx->status[objectCtx->num].id = id;
size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
if (1) {}
if (size != 0) {
DmaMgr_SendRequest0(objectCtx->status[objectCtx->num].segment, gObjectTable[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) {
PlayState* play = (PlayState*)gameState;
s32 pad;
u32 spaceSize;
s32 i;
if (play->sceneId == SCENE_CLOCKTOWER || play->sceneId == SCENE_TOWN || play->sceneId == SCENE_BACKTOWN ||
play->sceneId == SCENE_ICHIBA) {
spaceSize = OBJECT_SPACE_SIZE_CLOCK_TOWN;
} else if (play->sceneId == SCENE_MILK_BAR) {
spaceSize = OBJECT_SPACE_SIZE_MILK_BAR;
} else if (play->sceneId == 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] = VIRTUAL_TO_PHYSICAL(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 = &gObjectTable[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;
uintptr_t vromSize;
for (i = 0; i < objectCtx->num; i++) {
id = objectCtx->status[i].id;
vromSize = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
if (vromSize == 0) {
continue;
}
DmaMgr_SendRequest0(objectCtx->status[i].segment, gObjectTable[id].vromStart, vromSize);
}
}
void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id) {
u32 addr;
uintptr_t vromSize;
RomFile* fileTableEntry;
objectCtx->status[iParm2].id = -id;
objectCtx->status[iParm2].dmaReq.vromAddr = 0;
fileTableEntry = &gObjectTable[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(PlayState* play, SceneCmd* cmd) {
s32 loadedCount;
s16 playerObjectId;
void* nextObject;
play->linkActorEntry =
(ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn;
if ((play->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.respawnFlag == 0x02 && gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams == 0x0CFF)) {
// Skull Kid Object
Object_Spawn(&play->objectCtx, OBJECT_STK);
return;
}
loadedCount = Object_Spawn(&play->objectCtx, OBJECT_LINK_CHILD);
nextObject = play->objectCtx.status[play->objectCtx.num].segment;
play->objectCtx.num = loadedCount;
play->objectCtx.spawnedObjectCount = loadedCount;
playerObjectId = gPlayerFormObjectIndices[(void)0, gSaveContext.save.playerForm];
gActorOverlayTable[0].initInfo->objectId = playerObjectId;
Object_Spawn(&play->objectCtx, playerObjectId);
play->objectCtx.status[play->objectCtx.num].segment = nextObject;
}
// SceneTableEntry Header Command 0x01: Actor List
void Scene_HeaderCmdActorList(PlayState* play, SceneCmd* cmd) {
play->numSetupActors = cmd->actorList.num;
play->setupActorList = Lib_SegmentedToVirtual(cmd->actorList.segment);
play->actorCtx.unkC = 0;
}
// SceneTableEntry Header Command 0x02: List of camera data for actor cutscenes
void Scene_HeaderCmdActorCutsceneCamList(PlayState* play, SceneCmd* cmd) {
play->actorCsCamList = Lib_SegmentedToVirtual(cmd->actorCsCamList.segment);
}
// SceneTableEntry Header Command 0x03: Collision Header
void Scene_HeaderCmdColHeader(PlayState* play, 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->bgCamList != NULL) {
colHeader->bgCamList = Lib_SegmentedToVirtual(colHeader->bgCamList);
}
if (colHeader->waterBoxes != NULL) {
colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes);
}
BgCheck_Allocate(&play->colCtx, play, colHeader);
}
// SceneTableEntry Header Command 0x04: Room List
void Scene_HeaderCmdRoomList(PlayState* play, SceneCmd* cmd) {
play->numRooms = cmd->roomList.num;
play->roomList = Lib_SegmentedToVirtual(cmd->roomList.segment);
}
// SceneTableEntry Header Command 0x06: Entrance List
void Scene_HeaderCmdEntranceList(PlayState* play, SceneCmd* cmd) {
play->setupEntranceList = Lib_SegmentedToVirtual(cmd->entranceList.segment);
}
// SceneTableEntry Header Command 0x07: Special Files
void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd) {
// @note These quest hint files are identical to OoT's.
// They are not relevant in this game and the system to process these scripts has been removed.
static RomFile naviQuestHintFiles[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) {
play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.subKeepIndex);
// TODO: Segment number enum?
gSegments[0x05] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
}
if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
play->naviQuestHints = Play_LoadScene(play, &naviQuestHintFiles[cmd->specialFiles.naviQuestHintFileId - 1]);
}
}
// SceneTableEntry Header Command 0x08: Room Behavior
void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.unk3 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
}
// SceneTableEntry Header Command 0x0A: Mesh Header
void Scene_HeaderCmdMesh(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment);
}
// SceneTableEntry Header Command 0x0B: Object List
void Scene_HeaderCmdObjectList(PlayState* play, 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 = play->objectCtx.spawnedObjectCount;
status = &play->objectCtx.status[i];
firstObject = play->objectCtx.status;
while (i < play->objectCtx.num) {
if (status->id != *objectEntry) {
status2 = &play->objectCtx.status[i];
for (j = i; j < play->objectCtx.num; j++) {
status2->id = 0;
status2++;
}
play->objectCtx.num = i;
func_800BA6FC(play, &play->actorCtx);
continue;
}
i++;
k++;
objectEntry++;
status++;
}
while (k < cmd->objectList.num) {
nextPtr = func_8012F73C(&play->objectCtx, i, *objectEntry);
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
firstObject[i + 1].segment = nextPtr;
}
i++;
k++;
objectEntry++;
}
play->objectCtx.num = i;
}
// SceneTableEntry Header Command 0x0C: Light List
void Scene_HeaderCmdLightList(PlayState* play, SceneCmd* cmd) {
s32 i;
LightInfo* lightInfo = Lib_SegmentedToVirtual(cmd->lightList.segment);
for (i = 0; i < cmd->lightList.num; i++) {
LightContext_InsertLight(play, &play->lightCtx, lightInfo);
lightInfo++;
}
}
// SceneTableEntry Header Command 0x0D: Path List
void Scene_HeaderCmdPathList(PlayState* play, SceneCmd* cmd) {
play->setupPathList = Lib_SegmentedToVirtual(cmd->pathList.segment);
}
// SceneTableEntry Header Command 0x0E: Transition Actor List
void Scene_HeaderCmdTransiActorList(PlayState* play, SceneCmd* cmd) {
play->doorCtx.numTransitionActors = cmd->transiActorList.num;
play->doorCtx.transitionActorList = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
func_80105818(play, play->doorCtx.numTransitionActors, play->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(PlayState* play, SceneCmd* cmd) {
play->envCtx.numLightSettings = cmd->lightSettingList.num;
play->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.
*/
void Scene_LoadAreaTextures(PlayState* play, 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) },
};
uintptr_t vromStart = sceneTextureFiles[fileIndex].vromStart;
size_t size = sceneTextureFiles[fileIndex].vromEnd - vromStart;
if (size != 0) {
play->roomCtx.unk74 = THA_AllocEndAlign16(&play->state.heap, size);
DmaMgr_SendRequest0(play->roomCtx.unk74, vromStart, size);
}
}
// SceneTableEntry Header Command 0x11: Skybox Settings
void Scene_HeaderCmdSkyboxSettings(PlayState* play, SceneCmd* cmd) {
play->skyboxId = cmd->skyboxSettings.skyboxId & 3;
play->envCtx.unk_17 = play->envCtx.unk_18 = cmd->skyboxSettings.unk5;
play->envCtx.unk_1E = cmd->skyboxSettings.unk6;
Scene_LoadAreaTextures(play, cmd->skyboxSettings.data1);
}
// SceneTableEntry Header Command 0x12: Skybox Disables
void Scene_HeaderCmdSkyboxDisables(PlayState* play, SceneCmd* cmd) {
play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk4;
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk5;
}
// SceneTableEntry Header Command 0x10: Time Settings
void Scene_HeaderCmdTimeSettings(PlayState* play, SceneCmd* cmd) {
if (cmd->timeSettings.hour != 0xFF && cmd->timeSettings.min != 0xFF) {
gSaveContext.skyboxTime = gSaveContext.save.time =
(u16)(((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f);
}
if (cmd->timeSettings.unk6 != 0xFF) {
play->envCtx.timeIncrement = cmd->timeSettings.unk6;
} else {
play->envCtx.timeIncrement = 0;
}
if ((gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (play->envCtx.timeIncrement != 0)) {
play->envCtx.timeIncrement = 5;
}
if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
REG(15) = play->envCtx.timeIncrement;
}
play->envCtx.unk_4 = -(Math_SinS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f;
play->envCtx.unk_8 = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f;
play->envCtx.unk_C = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 20.0f) * 25.0f;
if ((play->envCtx.timeIncrement == 0) && (gSaveContext.save.cutscene < 0xFFF0)) {
gSaveContext.skyboxTime = gSaveContext.save.time;
if ((gSaveContext.skyboxTime >= CLOCK_TIME(4, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(6, 30))) {
gSaveContext.skyboxTime = CLOCK_TIME(5, 0);
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(6, 30)) && (gSaveContext.skyboxTime < CLOCK_TIME(8, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(8, 0);
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(16, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(17, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(17, 0);
} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(18, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(19, 0))) {
gSaveContext.skyboxTime = CLOCK_TIME(19, 0);
}
}
}
// SceneTableEntry Header Command 0x05: Wind Settings
void Scene_HeaderCmdWindSettings(PlayState* play, SceneCmd* cmd) {
s8 temp1 = cmd->windSettings.west;
s8 temp2 = cmd->windSettings.vertical;
s8 temp3 = cmd->windSettings.south;
play->envCtx.windDir.x = temp1;
play->envCtx.windDir.y = temp2;
play->envCtx.windDir.z = temp3;
play->envCtx.windSpeed = cmd->windSettings.clothIntensity;
}
// SceneTableEntry Header Command 0x13: Exit List
void Scene_HeaderCmdExitList(PlayState* play, SceneCmd* cmd) {
play->setupExitList = Lib_SegmentedToVirtual(cmd->exitList.segment);
}
// SceneTableEntry Header Command 0x09: Undefined
void Scene_HeaderCmd09(PlayState* play, SceneCmd* cmd) {
}
// SceneTableEntry Header Command 0x15: Sound Settings=
void Scene_HeaderCmdSoundSettings(PlayState* play, SceneCmd* cmd) {
play->sequenceCtx.seqId = cmd->soundSettings.seqId;
play->sequenceCtx.ambienceId = cmd->soundSettings.ambienceId;
if (gSaveContext.seqId == (u8)NA_BGM_DISABLED ||
Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN) == NA_BGM_FINAL_HOURS) {
Audio_SetSpec(cmd->soundSettings.specId);
}
}
// SceneTableEntry Header Command 0x16: Echo Setting
void Scene_HeaderCmdEchoSetting(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
}
// SceneTableEntry Header Command 0x18: Alternate Header List=
void Scene_HeaderCmdAltHeaderList(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_ProcessHeader(play, Lib_SegmentedToVirtual(altHeader));
(cmd + 1)->base.code = 0x14;
}
}
}
// SceneTableEntry Header Command 0x17: Cutscene List
void Scene_HeaderCmdCutsceneList(PlayState* play, SceneCmd* cmd) {
play->csCtx.sceneCsCount = cmd->cutsceneList.sceneCsCount;
play->csCtx.sceneCsList = Lib_SegmentedToVirtual(cmd->cutsceneList.segment);
}
// SceneTableEntry Header Command 0x1B: Actor Cutscene List
void Scene_HeaderCmdActorCutsceneList(PlayState* play, SceneCmd* cmd) {
ActorCutscene_Init(play, Lib_SegmentedToVirtual(cmd->cutsceneActorList.segment), cmd->cutsceneActorList.num);
}
// SceneTableEntry Header Command 0x1C: Mini Maps
void Scene_HeaderCmdMiniMap(PlayState* play, SceneCmd* cmd) {
func_80104CF4(play);
func_8010549C(play, cmd->minimapSettings.segment);
}
// SceneTableEntry Header Command 0x1D: Undefined
void Scene_HeaderCmd1D(PlayState* play, SceneCmd* cmd) {
}
// SceneTableEntry Header Command 0x1E: Minimap Compass Icon Info
void Scene_HeaderCmdMiniMapCompassInfo(PlayState* play, SceneCmd* cmd) {
func_8010565C(play, cmd->minimapChests.num, cmd->minimapChests.segment);
}
// SceneTableEntry Header Command 0x19: Sets Region Visited Flag
void Scene_HeaderCmdSetRegionVisitedFlag(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.regionsVisited =
(gBitFlags[i] | gSaveContext.save.regionsVisited) | gSaveContext.save.regionsVisited;
}
}
// SceneTableEntry Header Command 0x1A: Material Animations
void Scene_HeaderCmdAnimatedMaterials(PlayState* play, SceneCmd* cmd) {
play->sceneMaterialAnims = (AnimatedMaterial*)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;
}
/**
* Executes all of the commands in a scene or room header.
*/
s32 Scene_ProcessHeader(PlayState* play, SceneCmd* header) {
static void (*sceneCmdHandlers[])(PlayState*, 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_HeaderCmdSetRegionVisitedFlag,
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](play, header);
}
header++;
}
return 0;
}
/**
* Creates an entrance from the scene, spawn, and lyaer.
*/
u16 Entrance_Create(s32 scene, s32 spawn, s32 layer) {
return (scene << 9) | (spawn << 4) | layer;
}
/**
* Creates an layer 0 entranace from the current entrance and the given spawn.
*/
u16 Entrance_CreateFromSpawn(s32 spawn) {
return Entrance_Create(gSaveContext.save.entrance >> 9, spawn, 0);
}