mirror of https://github.com/zeldaret/mm.git
606 lines
21 KiB
C
606 lines
21 KiB
C
#include "global.h"
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s32 Object_Spawn(ObjectContext* objectCtx, s16 id) {
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size_t size;
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objectCtx->status[objectCtx->num].id = id;
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size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
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if (1) {}
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if (size != 0) {
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DmaMgr_SendRequest0(objectCtx->status[objectCtx->num].segment, gObjectTable[id].vromStart, size);
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}
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if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) {
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objectCtx->status[objectCtx->num + 1].segment = ALIGN16((u32)objectCtx->status[objectCtx->num].segment + size);
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}
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objectCtx->num++;
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objectCtx->spawnedObjectCount = objectCtx->num;
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return objectCtx->num - 1;
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}
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void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) {
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PlayState* play = (PlayState*)gameState;
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s32 pad;
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u32 spaceSize;
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s32 i;
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if (play->sceneId == SCENE_CLOCKTOWER || play->sceneId == SCENE_TOWN || play->sceneId == SCENE_BACKTOWN ||
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play->sceneId == SCENE_ICHIBA) {
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spaceSize = OBJECT_SPACE_SIZE_CLOCK_TOWN;
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} else if (play->sceneId == SCENE_MILK_BAR) {
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spaceSize = OBJECT_SPACE_SIZE_MILK_BAR;
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} else if (play->sceneId == SCENE_00KEIKOKU) {
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spaceSize = OBJECT_SPACE_SIZE_TERMINA_FIELD;
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} else {
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spaceSize = OBJECT_SPACE_SIZE_DEFAULT;
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}
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objectCtx->num = 0;
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objectCtx->spawnedObjectCount = 0;
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objectCtx->mainKeepIndex = 0;
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objectCtx->subKeepIndex = 0;
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// clang-format off
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for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) { objectCtx->status[i].id = 0; }
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// clang-format on
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objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&gameState->heap, spaceSize);
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objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize);
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objectCtx->mainKeepIndex = Object_Spawn(objectCtx, GAMEPLAY_KEEP);
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gSegments[0x04] = VIRTUAL_TO_PHYSICAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
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}
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void Object_UpdateBank(ObjectContext* objectCtx) {
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s32 i;
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ObjectStatus* status = &objectCtx->status[0];
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RomFile* objectFile;
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size_t size;
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for (i = 0; i < objectCtx->num; i++) {
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if (status->id < 0) {
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s32 id = -status->id;
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if (status->dmaReq.vromAddr == 0) {
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objectFile = &gObjectTable[id];
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size = objectFile->vromEnd - objectFile->vromStart;
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if (size == 0) {
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status->id = 0;
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} else {
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osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
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DmaMgr_SendRequestImpl(&status->dmaReq, status->segment, objectFile->vromStart, size, 0,
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&status->loadQueue, NULL);
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}
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} else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) {
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status->id = id;
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}
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}
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status++;
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}
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}
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s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
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s32 i;
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for (i = 0; i < objectCtx->num; i++) {
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if ((objectCtx->status[i].id < 0 ? -objectCtx->status[i].id : objectCtx->status[i].id) == objectId) {
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return i;
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}
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}
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return -1;
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}
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index) {
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if (objectCtx->status[index].id > 0) {
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return true;
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} else {
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return false;
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}
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}
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void Object_LoadAll(ObjectContext* objectCtx) {
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s32 i;
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s32 id;
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uintptr_t vromSize;
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for (i = 0; i < objectCtx->num; i++) {
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id = objectCtx->status[i].id;
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vromSize = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
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if (vromSize == 0) {
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continue;
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}
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DmaMgr_SendRequest0(objectCtx->status[i].segment, gObjectTable[id].vromStart, vromSize);
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}
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}
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void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id) {
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u32 addr;
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uintptr_t vromSize;
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RomFile* fileTableEntry;
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objectCtx->status[iParm2].id = -id;
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objectCtx->status[iParm2].dmaReq.vromAddr = 0;
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fileTableEntry = &gObjectTable[id];
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vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart;
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// TODO: UB to cast void to u32
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addr = ((u32)objectCtx->status[iParm2].segment) + vromSize;
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addr = ALIGN16(addr);
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return (void*)addr;
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}
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// SceneTableEntry Header Command 0x00: Spawn List
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void Scene_HeaderCmdSpawnList(PlayState* play, SceneCmd* cmd) {
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s32 loadedCount;
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s16 playerObjectId;
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void* nextObject;
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play->linkActorEntry =
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(ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn;
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if ((play->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
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(gSaveContext.respawnFlag == 0x02 && gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams == 0x0CFF)) {
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// Skull Kid Object
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Object_Spawn(&play->objectCtx, OBJECT_STK);
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return;
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}
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loadedCount = Object_Spawn(&play->objectCtx, OBJECT_LINK_CHILD);
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nextObject = play->objectCtx.status[play->objectCtx.num].segment;
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play->objectCtx.num = loadedCount;
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play->objectCtx.spawnedObjectCount = loadedCount;
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playerObjectId = gPlayerFormObjectIndices[(void)0, gSaveContext.save.playerForm];
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gActorOverlayTable[0].initInfo->objectId = playerObjectId;
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Object_Spawn(&play->objectCtx, playerObjectId);
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play->objectCtx.status[play->objectCtx.num].segment = nextObject;
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}
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// SceneTableEntry Header Command 0x01: Actor List
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void Scene_HeaderCmdActorList(PlayState* play, SceneCmd* cmd) {
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play->numSetupActors = cmd->actorList.num;
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play->setupActorList = Lib_SegmentedToVirtual(cmd->actorList.segment);
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play->actorCtx.unkC = 0;
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}
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// SceneTableEntry Header Command 0x02: List of camera data for actor cutscenes
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void Scene_HeaderCmdActorCutsceneCamList(PlayState* play, SceneCmd* cmd) {
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play->actorCsCamList = Lib_SegmentedToVirtual(cmd->actorCsCamList.segment);
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}
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// SceneTableEntry Header Command 0x03: Collision Header
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void Scene_HeaderCmdColHeader(PlayState* play, SceneCmd* cmd) {
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CollisionHeader* colHeaderTemp;
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CollisionHeader* colHeader;
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colHeaderTemp = Lib_SegmentedToVirtual(cmd->colHeader.segment);
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colHeader = colHeaderTemp;
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colHeader->vtxList = Lib_SegmentedToVirtual(colHeaderTemp->vtxList);
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colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList);
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if (colHeader->surfaceTypeList != NULL) {
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colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList);
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}
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if (colHeader->bgCamList != NULL) {
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colHeader->bgCamList = Lib_SegmentedToVirtual(colHeader->bgCamList);
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}
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if (colHeader->waterBoxes != NULL) {
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colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes);
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}
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BgCheck_Allocate(&play->colCtx, play, colHeader);
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}
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// SceneTableEntry Header Command 0x04: Room List
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void Scene_HeaderCmdRoomList(PlayState* play, SceneCmd* cmd) {
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play->numRooms = cmd->roomList.num;
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play->roomList = Lib_SegmentedToVirtual(cmd->roomList.segment);
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}
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// SceneTableEntry Header Command 0x06: Entrance List
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void Scene_HeaderCmdEntranceList(PlayState* play, SceneCmd* cmd) {
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play->setupEntranceList = Lib_SegmentedToVirtual(cmd->entranceList.segment);
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}
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// SceneTableEntry Header Command 0x07: Special Files
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void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd) {
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// @note These quest hint files are identical to OoT's.
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// They are not relevant in this game and the system to process these scripts has been removed.
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static RomFile naviQuestHintFiles[2] = {
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{ SEGMENT_ROM_START(elf_message_field), SEGMENT_ROM_END(elf_message_field) },
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{ SEGMENT_ROM_START(elf_message_ydan), SEGMENT_ROM_END(elf_message_ydan) },
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};
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if (cmd->specialFiles.subKeepIndex != 0) {
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play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.subKeepIndex);
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// TODO: Segment number enum?
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gSegments[0x05] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
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}
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if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
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play->naviQuestHints = Play_LoadScene(play, &naviQuestHintFiles[cmd->specialFiles.naviQuestHintFileId - 1]);
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}
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}
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// SceneTableEntry Header Command 0x08: Room Behavior
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void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.unk3 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
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play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
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}
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// SceneTableEntry Header Command 0x0A: Mesh Header
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void Scene_HeaderCmdMesh(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment);
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}
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// SceneTableEntry Header Command 0x0B: Object List
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void Scene_HeaderCmdObjectList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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s32 j;
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s32 k;
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ObjectStatus* firstObject;
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ObjectStatus* status;
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ObjectStatus* status2;
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s16* objectEntry;
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void* nextPtr;
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objectEntry = Lib_SegmentedToVirtual(cmd->objectList.segment);
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k = 0;
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i = play->objectCtx.spawnedObjectCount;
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status = &play->objectCtx.status[i];
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firstObject = play->objectCtx.status;
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while (i < play->objectCtx.num) {
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if (status->id != *objectEntry) {
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status2 = &play->objectCtx.status[i];
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for (j = i; j < play->objectCtx.num; j++) {
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status2->id = 0;
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status2++;
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}
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play->objectCtx.num = i;
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func_800BA6FC(play, &play->actorCtx);
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continue;
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}
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i++;
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k++;
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objectEntry++;
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status++;
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}
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while (k < cmd->objectList.num) {
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nextPtr = func_8012F73C(&play->objectCtx, i, *objectEntry);
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if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
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firstObject[i + 1].segment = nextPtr;
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}
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i++;
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k++;
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objectEntry++;
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}
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play->objectCtx.num = i;
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}
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// SceneTableEntry Header Command 0x0C: Light List
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void Scene_HeaderCmdLightList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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LightInfo* lightInfo = Lib_SegmentedToVirtual(cmd->lightList.segment);
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for (i = 0; i < cmd->lightList.num; i++) {
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LightContext_InsertLight(play, &play->lightCtx, lightInfo);
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lightInfo++;
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}
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}
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// SceneTableEntry Header Command 0x0D: Path List
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void Scene_HeaderCmdPathList(PlayState* play, SceneCmd* cmd) {
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play->setupPathList = Lib_SegmentedToVirtual(cmd->pathList.segment);
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}
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// SceneTableEntry Header Command 0x0E: Transition Actor List
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void Scene_HeaderCmdTransiActorList(PlayState* play, SceneCmd* cmd) {
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play->doorCtx.numTransitionActors = cmd->transiActorList.num;
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play->doorCtx.transitionActorList = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
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func_80105818(play, play->doorCtx.numTransitionActors, play->doorCtx.transitionActorList);
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}
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// Init function for the transition system.
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void Door_InitContext(GameState* state, DoorContext* doorCtx) {
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doorCtx->numTransitionActors = 0;
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}
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// SceneTableEntry Header Command 0x0F: Environment Light Settings List
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void Scene_HeaderCmdEnvLightSettings(PlayState* play, SceneCmd* cmd) {
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play->envCtx.numLightSettings = cmd->lightSettingList.num;
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play->envCtx.lightSettingsList = Lib_SegmentedToVirtual(cmd->lightSettingList.segment);
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}
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/**
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* Loads different texture files for each region of the world.
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* These later are stored in segment 0x06, and used in maps.
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*/
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void Scene_LoadAreaTextures(PlayState* play, s32 fileIndex) {
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static RomFile sceneTextureFiles[9] = {
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{ 0, 0 }, // Default
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{ SEGMENT_ROM_START(scene_texture_01), SEGMENT_ROM_END(scene_texture_01) },
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{ SEGMENT_ROM_START(scene_texture_02), SEGMENT_ROM_END(scene_texture_02) },
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{ SEGMENT_ROM_START(scene_texture_03), SEGMENT_ROM_END(scene_texture_03) },
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{ SEGMENT_ROM_START(scene_texture_04), SEGMENT_ROM_END(scene_texture_04) },
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{ SEGMENT_ROM_START(scene_texture_05), SEGMENT_ROM_END(scene_texture_05) },
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{ SEGMENT_ROM_START(scene_texture_06), SEGMENT_ROM_END(scene_texture_06) },
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{ SEGMENT_ROM_START(scene_texture_07), SEGMENT_ROM_END(scene_texture_07) },
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{ SEGMENT_ROM_START(scene_texture_08), SEGMENT_ROM_END(scene_texture_08) },
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};
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uintptr_t vromStart = sceneTextureFiles[fileIndex].vromStart;
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size_t size = sceneTextureFiles[fileIndex].vromEnd - vromStart;
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if (size != 0) {
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play->roomCtx.unk74 = THA_AllocEndAlign16(&play->state.heap, size);
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DmaMgr_SendRequest0(play->roomCtx.unk74, vromStart, size);
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}
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}
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// SceneTableEntry Header Command 0x11: Skybox Settings
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void Scene_HeaderCmdSkyboxSettings(PlayState* play, SceneCmd* cmd) {
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play->skyboxId = cmd->skyboxSettings.skyboxId & 3;
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play->envCtx.unk_17 = play->envCtx.unk_18 = cmd->skyboxSettings.unk5;
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play->envCtx.unk_1E = cmd->skyboxSettings.unk6;
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Scene_LoadAreaTextures(play, cmd->skyboxSettings.data1);
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}
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// SceneTableEntry Header Command 0x12: Skybox Disables
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void Scene_HeaderCmdSkyboxDisables(PlayState* play, SceneCmd* cmd) {
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play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk4;
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play->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk5;
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}
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// SceneTableEntry Header Command 0x10: Time Settings
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void Scene_HeaderCmdTimeSettings(PlayState* play, SceneCmd* cmd) {
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if (cmd->timeSettings.hour != 0xFF && cmd->timeSettings.min != 0xFF) {
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gSaveContext.skyboxTime = gSaveContext.save.time =
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(u16)(((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f);
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}
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if (cmd->timeSettings.unk6 != 0xFF) {
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play->envCtx.timeIncrement = cmd->timeSettings.unk6;
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} else {
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play->envCtx.timeIncrement = 0;
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}
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if ((gSaveContext.save.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (play->envCtx.timeIncrement != 0)) {
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play->envCtx.timeIncrement = 5;
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}
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if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
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REG(15) = play->envCtx.timeIncrement;
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}
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play->envCtx.unk_4 = -(Math_SinS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f;
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play->envCtx.unk_8 = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f;
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play->envCtx.unk_C = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 20.0f) * 25.0f;
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if ((play->envCtx.timeIncrement == 0) && (gSaveContext.save.cutscene < 0xFFF0)) {
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gSaveContext.skyboxTime = gSaveContext.save.time;
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if ((gSaveContext.skyboxTime >= CLOCK_TIME(4, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(6, 30))) {
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gSaveContext.skyboxTime = CLOCK_TIME(5, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(6, 30)) && (gSaveContext.skyboxTime < CLOCK_TIME(8, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(8, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(16, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(17, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(17, 0);
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} else if ((gSaveContext.skyboxTime >= CLOCK_TIME(18, 0)) && (gSaveContext.skyboxTime < CLOCK_TIME(19, 0))) {
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gSaveContext.skyboxTime = CLOCK_TIME(19, 0);
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}
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}
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}
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// SceneTableEntry Header Command 0x05: Wind Settings
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void Scene_HeaderCmdWindSettings(PlayState* play, SceneCmd* cmd) {
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s8 temp1 = cmd->windSettings.west;
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s8 temp2 = cmd->windSettings.vertical;
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s8 temp3 = cmd->windSettings.south;
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play->envCtx.windDir.x = temp1;
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play->envCtx.windDir.y = temp2;
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play->envCtx.windDir.z = temp3;
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play->envCtx.windSpeed = cmd->windSettings.clothIntensity;
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}
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// SceneTableEntry Header Command 0x13: Exit List
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void Scene_HeaderCmdExitList(PlayState* play, SceneCmd* cmd) {
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play->setupExitList = Lib_SegmentedToVirtual(cmd->exitList.segment);
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}
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// SceneTableEntry Header Command 0x09: Undefined
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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);
|
|
}
|