mm/src/code/z_scene.c

558 lines
19 KiB
C

#include <ultra64.h>
#include <global.h>
/*
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);
}