mirror of https://github.com/zeldaret/mm.git
158 lines
5.2 KiB
C
158 lines
5.2 KiB
C
#include <ultra64.h>
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#include <global.h>
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void Room_nop8012D510(GlobalContext* globalCtx, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) {
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}
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void Room_DrawType3Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
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}
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void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
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RoomMeshType0* mesh;
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s32 i;
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RoomMeshType0Params* meshParams;
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GraphicsContext* gfxCtx;
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UNK_TYPE4 pad;
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gfxCtx = globalCtx->state.gfxCtx;
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if (flags & 1) {
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func_800BCBF4(&D_801C1D10, globalCtx);
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gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment);
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func_8012C268(globalCtx);
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gSPMatrix(gfxCtx->polyOpa.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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if (flags & 2) {
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func_800BCC68(&D_801C1D10, globalCtx);
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gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment);
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func_8012C2DC(globalCtx->state.gfxCtx);
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gSPMatrix(gfxCtx->polyXlu.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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mesh = &room->mesh->type0;
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meshParams = (RoomMeshType0Params*)Lib_SegmentedToVirtual(mesh->paramsStart);
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for (i = 0; i < mesh->count; i++) {
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if ((flags & 1) && (meshParams->opaqueDl != NULL)) {
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gSPDisplayList(gfxCtx->polyOpa.p++, meshParams->opaqueDl);
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}
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if ((flags & 2) && (meshParams->translucentDl != NULL)) {
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gSPDisplayList(gfxCtx->polyXlu.p++, meshParams->translucentDl);
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}
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meshParams++;
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}
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_DrawType2Mesh.asm")
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/func_8012DEE8.asm")
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/func_8012E254.asm")
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/func_8012E32C.asm")
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void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
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RoomMeshType1* mesh = &room->mesh->type1;
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if (mesh->format == 1) {
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func_8012DEE8(globalCtx, room, flags);
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} else if (mesh->format == 2) {
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func_8012E32C(globalCtx, room, flags);
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} else {
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assert_fail(D_801DDFAC, 0x3c5);
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}
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}
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void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtx) {
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s32 i;
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roomCtx->currRoom.num = -1;
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roomCtx->currRoom.segment = NULL;
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roomCtx->unk78 = 1;
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roomCtx->unk79 = 0;
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for (i = 0; i < 3; i++) {
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roomCtx->unk7A[i] = 0;
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}
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_AllocateAndLoad.asm")
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#ifdef NON_MATCHING
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s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtx, s32 index) {
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u32 size;
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// XXX: this should use a branch-likely
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if (roomCtx->unk31 == 0) {
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roomCtx->prevRoom = roomCtx->currRoom;
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roomCtx->currRoom.num = index;
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roomCtx->currRoom.segment = NULL;
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roomCtx->unk31 = 1;
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size = globalCtx->roomAddrs[index].vromEnd - globalCtx->roomAddrs[index].vromStart;
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roomCtx->activeRoomVram =
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(void*)((s32)roomCtx->roomMemPages[roomCtx->activeMemPage] - (size + 8) * roomCtx->activeMemPage + 8) &
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0xfffffff0;
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osCreateMesgQueue(&roomCtx->loadQueue, roomCtx->loadMsg, 1);
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DmaMgr_SendRequestImpl(&roomCtx->dmaRequest, roomCtx->activeRoomVram, globalCtx->roomAddrs[index].vromStart,
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size, 0, &roomCtx->loadQueue, NULL);
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roomCtx->activeMemPage ^= 1;
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return 1;
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}
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return 0;
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}
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#else
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_StartRoomTransition.asm")
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#endif
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s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx) {
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if (roomCtx->unk31 == 1) {
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if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
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roomCtx->unk31 = 0;
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roomCtx->currRoom.segment = roomCtx->activeRoomVram;
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// TODO: Segment number enum
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gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram);
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Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtx->currRoom.segment);
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func_80123140(globalCtx, PLAYER);
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Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
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if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
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(globalCtx->sceneNum != SCENE_IKNINSIDE)) {
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globalCtx->envCtx.unk_C3 = 0xff;
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globalCtx->envCtx.unk_E0 = 0;
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}
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func_800FEAB0();
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if (!func_800FE4B8(globalCtx)) {
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func_800FD858(globalCtx);
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}
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} else {
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return 0;
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}
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}
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return 1;
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}
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void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) {
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if (room->segment != NULL) {
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// TODO: Segment number enum
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gSegments[3] = PHYSICAL_TO_VIRTUAL(room->segment);
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roomDrawFuncs[room->mesh->type0.type](globalCtx, room, flags);
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}
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return;
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}
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void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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roomCtx->prevRoom.num = -1;
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roomCtx->prevRoom.segment = NULL;
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func_800BA798(globalCtx, &globalCtx->actorCtx);
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Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
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if (-1 < roomCtx->currRoom.num) {
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func_8010A33C(globalCtx, roomCtx->currRoom.num);
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func_8010A2DC(globalCtx);
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}
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func_801A3CD8(globalCtx->roomCtx.currRoom.echo);
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}
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