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#ifdef WIN32
#include <vcruntime_string.h>
#endif
#include "global.h"
#include "vt.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include <string.h>
#include <assert.h>
#include <libultraship/bridge/gfxbridge.h>
#include "soh/OTRGlobals.h"
#include "soh/ResourceManagerHelpers.h"
void func_80095AB4(PlayState* play, Room* room, u32 flags);
void func_80095D04(PlayState* play, Room* room, u32 flags);
void func_80096F6C(PlayState* play, Room* room, u32 flags);
Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f };
// unused
Gfx D_801270B0[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_ZBUFFER | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
gsSPClipRatio(FRUSTRATIO_1),
gsSPEndDisplayList(),
};
s32 OTRfunc_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum);
s32 OTRfunc_800973FC(PlayState* play, RoomContext* roomCtx);
void (*sRoomDrawHandlers[])(PlayState* play, Room* room, u32 flags) = {
func_80095AB4,
func_80096F6C,
func_80095D04,
};
void func_80095AA0(PlayState* play, Room* room, Input* arg2, UNK_TYPE arg3) {
}
// Room Draw Polygon Type 0
void func_80095AB4(PlayState* play, Room* room, u32 flags) {
s32 i;
PolygonType0* polygon0;
PolygonDlist* polygonDlist;
OPEN_DISPS(play->state.gfxCtx);
if (flags & 1) {
func_800342EC(&D_801270A0, play);
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
func_80093C80(play);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
func_8003435C(&D_801270A0, play);
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
polygon0 = &room->meshHeader->polygon0;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon0->start);
for (i = 0; i < polygon0->num; i++) {
if ((flags & 1) && (polygonDlist->opa != NULL)) {
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
}
if ((flags & 2) && (polygonDlist->xlu != NULL)) {
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
}
polygonDlist++;
}
CLOSE_DISPS(play->state.gfxCtx);
}
#define SHAPE_SORT_MAX 64
typedef struct struct_80095D04 {
/* 0x00 */ PolygonDlist2* unk_00;
/* 0x04 */ f32 unk_04;
/* 0x08 */ struct struct_80095D04* unk_08;
/* 0x0C */ struct struct_80095D04* unk_0C;
} struct_80095D04; // size = 0x10
// Room Draw Polygon Type 2
void func_80095D04(PlayState* play, Room* room, u32 flags) {
PolygonType2* polygon2;
PolygonDlist2* polygonDlist;
struct_80095D04 spB8[SHAPE_SORT_MAX];
struct_80095D04* spB4 = NULL;
struct_80095D04* spB0 = NULL;
struct_80095D04* phi_v0;
s32 pad;
struct_80095D04* spA4;
s32 phi_v1;
s32 sp9C;
Vec3f sp90;
Vec3f sp84;
f32 sp80;
s32 pad2;
PolygonDlist2* sp78;
PolygonDlist2* temp;
f32 temp_f2;
OPEN_DISPS(play->state.gfxCtx);
if (flags & 1) {
func_800342EC(&D_801270A0, play);
// gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
func_80093C80(play);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
func_8003435C(&D_801270A0, play);
// gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
polygon2 = &room->meshHeader->polygon2;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon2->start);
spA4 = spB8;
assert(polygon2->num <= SHAPE_SORT_MAX);
sp78 = polygonDlist;
for (sp9C = 0; sp9C < polygon2->num; sp9C++, polygonDlist++) {
sp90.x = polygonDlist->pos.x;
sp90.y = polygonDlist->pos.y;
sp90.z = polygonDlist->pos.z;
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &sp90, &sp84, &sp80);
if (-(f32)polygonDlist->unk_06 < sp84.z) {
temp_f2 = sp84.z - polygonDlist->unk_06;
if (temp_f2 < play->lightCtx.fogFar) {
phi_v0 = spB4;
spA4->unk_00 = polygonDlist;
spA4->unk_04 = temp_f2;
if (phi_v0 == NULL) {
spB4 = spB0 = spA4;
spA4->unk_08 = spA4->unk_0C = NULL;
} else {
do {
if (spA4->unk_04 < phi_v0->unk_04) {
break;
}
phi_v0 = phi_v0->unk_0C;
} while (phi_v0 != NULL);
if (phi_v0 == NULL) {
spA4->unk_08 = spB0;
spA4->unk_0C = NULL;
spB0->unk_0C = spA4;
spB0 = spA4;
} else {
spA4->unk_08 = phi_v0->unk_08;
if (spA4->unk_08 == NULL) {
spB4 = spA4;
} else {
spA4->unk_08->unk_0C = spA4;
}
phi_v0->unk_08 = spA4;
spA4->unk_0C = phi_v0;
}
}
spA4++;
}
}
}
iREG(87) = polygon2->num & 0xFFFF & 0xFFFF & 0xFFFF; // if this is real then I might not be
for (sp9C = 1; spB4 != NULL; spB4 = spB4->unk_0C, sp9C++) {
Gfx* temp2;
polygonDlist = spB4->unk_00;
if (iREG(86) != 0) {
temp = sp78;
for (phi_v1 = 0; phi_v1 < polygon2->num; phi_v1++, temp++) {
if (polygonDlist == temp) {
break; // This loop does nothing?
}
}
if (((iREG(86) == 1) && (iREG(89) >= sp9C)) || ((iREG(86) == 2) && (iREG(89) == sp9C))) {
if (flags & 1) {
temp2 = polygonDlist->opa;
if (temp2 != NULL) {
gSPDisplayList(POLY_OPA_DISP++, temp2);
}
}
if (flags & 2) {
temp2 = polygonDlist->xlu;
if (temp2 != NULL) {
gSPDisplayList(POLY_XLU_DISP++, temp2);
}
}
}
} else {
if (flags & 1) {
temp2 = polygonDlist->opa;
if (temp2 != NULL) {
gSPDisplayList(POLY_OPA_DISP++, temp2);
}
}
if (flags & 2) {
temp2 = polygonDlist->xlu;
if (temp2 != NULL) {
gSPDisplayList(POLY_XLU_DISP++, temp2);
}
}
}
}
iREG(88) = sp9C - 1;
CLOSE_DISPS(play->state.gfxCtx);
}
#define JPEG_MARKER 0xFFD8FFE0
s32 swapAndConvertJPEG(void* data) {
OSTime time;
if (BE32SWAP(*(u32*)data) == JPEG_MARKER) {
size_t size = 320 * 240 * 2;
char* decodedJpeg = ResourceMgr_LoadJPEG(data, size);
osSyncPrintf("Expanding jpeg data\n");
osSyncPrintf("Work buffer address (Z buffer) %08x\n", gZBuffer);
time = osGetTime();
memcpy(data, decodedJpeg, size);
time = osGetTime() - time;
osSyncPrintf("Success... I think. time = %6.3f ms", OS_CYCLES_TO_USEC(time) / 1000.0f);
osSyncPrintf("Writing back to original address from work buffer.");
osSyncPrintf("If the original buffer size isn't at least 150kb, it will be out of control.");
return 1;
}
return 0;
}
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
u16 tlutCount, f32 offsetX, f32 offsetY) {
if (!GameInteractor_Should(VB_DRAW_2D_BACKGROUND, true)) {
return;
}
Gfx* gfx = *gfxP;
uObjBg* bg;
bg = (uObjBg*)(gfx + 1);
gSPBranchList(gfx, (Gfx*)(bg + 1));
bg->b.imageX = 0;
bg->b.imageW = width * (1 << 2);
bg->b.frameX = offsetX * (1 << 2);
bg->b.imageY = 0;
bg->b.imageH = height * (1 << 2);
bg->b.frameY = offsetY * (1 << 2);
bg->b.imagePtr = tex;
bg->b.imageLoad = G_BGLT_LOADTILE;
bg->b.imageFmt = fmt;
bg->b.imageSiz = siz;
bg->b.imagePal = 0;
bg->b.imageFlip = CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? G_BG_FLAG_FLIPS : 0;
// When an alt resource exists for the background, we need to unload the original asset
// to clear the cache so the alt asset will be loaded instead
// OTRTODO: If Alt loading over original cache is fixed, this line can most likely be removed
ResourceMgr_UnloadOriginalWhenAltExists((char*)tex);
if (ResourceMgr_ResourceIsBackground((char*)tex)) {
char* blob = (char*)ResourceGetDataByName((char*)tex);
swapAndConvertJPEG(blob);
bg->b.imagePtr = (uintptr_t)blob;
}
gfx = (Gfx*)(bg + 1);
if (fmt == G_IM_FMT_CI) {
gDPLoadTLUT(gfx++, tlutCount, 256, tlut);
} else {
gDPPipeSync(gfx++);
}
if ((fmt == G_IM_FMT_RGBA) && (SREG(26) == 0)) {
bg->b.frameW = width * (1 << 2);
bg->b.frameH = height * (1 << 2);
guS2DInitBg(bg);
// #region SOH [Port][Widescreen]
// When larger than 4:3 we want to render an additional black rectangle behind the 2d image
// to simulate black bars on the side that cover up the world
s16 newX = OTRGetRectDimensionFromLeftEdge(0);
if (newX < 0) {
gDPSetOtherMode(gfx++, tlutMode | G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gDPSetFillColor(gfx++, GPACK_RGBA5551(0, 0, 0, 1) << 16 | GPACK_RGBA5551(0, 0, 0, 1));
gDPFillWideRectangle(gfx++, newX, 0, OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH), SCREEN_HEIGHT);
}
// #endregion
gDPSetOtherMode(gfx++, tlutMode | G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_COPY | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gDPLoadMultiTile(gfx++, bg->b.imagePtr, 0, G_TX_RENDERTILE, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0, 0, 0, 0 + 31,
0 + 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD);
gSPBgRectCopy(gfx++, bg);
} else {
bg->s.frameW = width * (1 << 2);
bg->s.frameH = height * (1 << 2);
bg->s.scaleW = 1 << 10;
bg->s.scaleH = 1 << 10;
bg->s.imageYorig = bg->b.imageY;
gDPSetOtherMode(gfx++,
tlutMode | G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE |
G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PIXEL | AA_EN | CVG_DST_CLAMP | ZMODE_OPA | CVG_X_ALPHA | ALPHA_CVG_SEL |
GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA) |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA));
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1);
gSPObjRenderMode(gfx++, G_OBJRM_ANTIALIAS | G_OBJRM_BILERP);
gSPBgRect1Cyc(gfx++, bg);
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}
// Room Draw Polygon Type 1 - Single Format
void func_80096680(PlayState* play, Room* room, u32 flags) {
Camera* camera;
Gfx* spA8;
PolygonType1* polygon1;
PolygonDlist* polygonDlist;
u32 sp9C;
u32 sp98;
u32 sp94;
u32 sp90;
OPEN_DISPS(play->state.gfxCtx);
camera = GET_ACTIVE_CAM(play);
sp9C = (camera->setting == CAM_SET_PREREND_FIXED);
polygon1 = &room->meshHeader->polygon1;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
sp98 = (flags & 1) && sp9C && polygon1->single.source && !(SREG(25) & 1);
sp94 = (flags & 1) && polygonDlist->opa && !(SREG(25) & 2);
sp90 = (flags & 2) && polygonDlist->xlu && !(SREG(25) & 4);
if (sp94 || sp98) {
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
if (sp94) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
}
if (sp98) {
gSPLoadUcodeL(POLY_OPA_DISP++, ucode_s2dex);
{
Vec3f sp60;
spA8 = POLY_OPA_DISP;
Camera_GetSkyboxOffset(&sp60, camera);
Room_DrawBackground2D(&spA8, polygon1->single.source, polygon1->single.tlut, polygon1->single.width,
polygon1->single.height, polygon1->single.fmt, polygon1->single.siz,
polygon1->single.mode0, polygon1->single.tlutCount,
(sp60.x + sp60.z) * 1.2f + sp60.y * 0.6f,
sp60.y * 2.4f + (sp60.x + sp60.z) * 0.3f);
POLY_OPA_DISP = spA8;
}
gSPLoadUcode(POLY_OPA_DISP++, SysUcode_GetUCode());
}
}
if (sp90) {
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
}
CLOSE_DISPS(play->state.gfxCtx);
}
BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
Camera* camera;
s32 camId;
s16 camId2;
Player* player;
BgImage* bgImage;
s32 i;
camera = GET_ACTIVE_CAM(play);
camId = camera->camDataIdx;
if (camId == -1 && (CVarGetInteger(CVAR_CHEAT("NoRestrictItems"), 0) ||
(CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("Enabled"), 0)))) {
// This prevents a crash when using items that change the
// camera (such as din's fire), voiding out or dying on
// scenes with prerendered backgrounds.
return NULL;
}
// jfifid
camId2 = func_80041C10(&play->colCtx, camId, BGCHECK_SCENE)[2].y;
if (camId2 >= 0) {
camId = camId2;
}
player = GET_PLAYER(play);
player->actor.params = (player->actor.params & 0xFF00) | camId;
bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
for (i = 0; i < polygon1->multi.count; i++) {
if (bgImage->id == camId) {
return bgImage;
}
bgImage++;
}
// "z_room.c: Data consistent with camera id does not exist camid=%d"
osSyncPrintf(VT_COL(RED, WHITE) "z_room.c:カメラIDに一致するデータが存在しません camid=%d\n" VT_RST, camId);
LOG_HUNGUP_THREAD();
return NULL;
}
// Room Draw Polygon Type 1 - Multi Format
void func_80096B6C(PlayState* play, Room* room, u32 flags) {
Camera* camera;
Gfx* spA8;
PolygonType1* polygon1;
BgImage* bgImage;
PolygonDlist* polygonDlist;
u32 sp98;
u32 sp94;
u32 sp90;
u32 sp8C;
OPEN_DISPS(play->state.gfxCtx);
camera = GET_ACTIVE_CAM(play);
sp98 = (camera->setting == CAM_SET_PREREND_FIXED);
polygon1 = &room->meshHeader->polygon1;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
bgImage = func_80096A74(polygon1, play);
sp94 = (flags & 1) && sp98 && bgImage->source && !(SREG(25) & 1);
sp90 = (flags & 1) && polygonDlist->opa && !(SREG(25) & 2);
sp8C = (flags & 2) && polygonDlist->xlu && !(SREG(25) & 4);
if (sp90 || sp94) {
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
if (sp90) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
}
if (sp94) {
gSPLoadUcodeL(POLY_OPA_DISP++, ucode_s2dex);
{
Vec3f sp5C;
spA8 = POLY_OPA_DISP;
Camera_GetSkyboxOffset(&sp5C, camera);
Room_DrawBackground2D(&spA8, bgImage->source, bgImage->tlut, bgImage->width, bgImage->height,
bgImage->fmt, bgImage->siz, bgImage->mode0, bgImage->tlutCount,
(sp5C.x + sp5C.z) * 1.2f + sp5C.y * 0.6f,
sp5C.y * 2.4f + (sp5C.x + sp5C.z) * 0.3f);
POLY_OPA_DISP = spA8;
}
gSPLoadUcode(POLY_OPA_DISP++, SysUcode_GetUCode());
}
}
if (sp8C) {
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
}
CLOSE_DISPS(play->state.gfxCtx);
}
// Room Draw Polygon Type 1
void func_80096F6C(PlayState* play, Room* room, u32 flags) {
PolygonType1* polygon1 = &room->meshHeader->polygon1;
if (polygon1->format == 1) {
func_80096680(play, room, flags);
} else if (polygon1->format == 2) {
func_80096B6C(play, room, flags);
} else {
LOG_HUNGUP_THREAD();
}
}
void func_80096FD4(PlayState* play, Room* room) {
room->num = -1;
room->segment = NULL;
}
u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
u32 maxRoomSize = 0;
RomFile* roomList = play->roomList;
u32 roomSize;
s32 i;
s32 j;
s32 frontRoom;
s32 backRoom;
u32 frontRoomSize;
u32 backRoomSize;
u32 cumulRoomSize;
for (i = 0; i < play->numRooms; i++) {
roomSize = roomList[i].vromEnd - roomList[i].vromStart;
osSyncPrintf("ROOM%d size=%d\n", i, roomSize);
if (maxRoomSize < roomSize) {
maxRoomSize = roomSize;
}
}
if (play->transiActorCtx.numActors != 0) {
RomFile* roomList = play->roomList;
TransitionActorEntry* transitionActor = &play->transiActorCtx.list[0];
LOG_NUM("game_play->room_rom_address.num", play->numRooms);
for (j = 0; j < play->transiActorCtx.numActors; j++) {
frontRoom = transitionActor->sides[0].room;
backRoom = transitionActor->sides[1].room;
frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
backRoomSize = (backRoom < 0) ? 0 : roomList[backRoom].vromEnd - roomList[backRoom].vromStart;
cumulRoomSize = (frontRoom != backRoom) ? frontRoomSize + backRoomSize : frontRoomSize;
osSyncPrintf("DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>\n", j, cumulRoomSize, frontRoom, frontRoomSize,
backRoom, backRoomSize);
if (maxRoomSize < cumulRoomSize) {
maxRoomSize = cumulRoomSize;
}
transitionActor++;
}
}
osSyncPrintf(VT_FGCOL(YELLOW));
// "Room buffer size=%08x(%5.1fK)"
osSyncPrintf("部屋バッファサイズ=%08x(%5.1fK)\n", maxRoomSize, maxRoomSize / 1024.0f);
roomCtx->bufPtrs[0] = GAMESTATE_ALLOC_MC(&play->state, maxRoomSize);
// "Room buffer initial pointer=%08x"
osSyncPrintf("部屋バッファ開始ポインタ=%08x\n", roomCtx->bufPtrs[0]);
roomCtx->bufPtrs[1] = (void*)((intptr_t)roomCtx->bufPtrs[0] + maxRoomSize);
// "Room buffer end pointer=%08x"
osSyncPrintf("部屋バッファ終了ポインタ=%08x\n", roomCtx->bufPtrs[1]);
osSyncPrintf(VT_RST);
roomCtx->unk_30 = 0;
roomCtx->status = 0;
frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex)
: play->setupEntranceList[play->curSpawn].room;
func_8009728C(play, roomCtx, frontRoom);
return maxRoomSize;
}
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
size_t size;
return OTRfunc_8009728C(play, roomCtx, roomNum);
if (roomCtx->status == 0) {
roomCtx->prevRoom = roomCtx->curRoom;
roomCtx->curRoom.num = roomNum;
roomCtx->curRoom.segment = NULL;
roomCtx->status = 1;
assert(roomNum < play->numRooms);
size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart;
roomCtx->unk_34 =
(void*)ALIGN16((intptr_t)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
DmaMgr_SendRequest2(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
&roomCtx->loadQueue, OS_MESG_PTR(NULL), __FILE__, __LINE__);
roomCtx->unk_30 ^= 1;
return 1;
}
return 0;
}
s32 func_800973FC(PlayState* play, RoomContext* roomCtx) {
return OTRfunc_800973FC(play, roomCtx);
if (roomCtx->status == 1) {
if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
roomCtx->status = 0;
roomCtx->curRoom.segment = roomCtx->unk_34;
gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
Player_SetBootData(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
return 1;
}
return 0;
}
return 1;
}
void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = VIRTUAL_TO_PHYSICAL(room->segment);
assert(room->meshHeader->base.type < ARRAY_COUNTU(sRoomDrawHandlers));
sRoomDrawHandlers[room->meshHeader->base.type](play, room, flags);
}
}
void func_80097534(PlayState* play, RoomContext* roomCtx) {
roomCtx->prevRoom.num = -1;
roomCtx->prevRoom.segment = NULL;
func_80031B14(play, &play->actorCtx); // kills all actors without room num set to -1
Actor_SpawnTransitionActors(play, &play->actorCtx);
Map_InitRoomData(play, roomCtx->curRoom.num);
if (!((play->sceneNum >= SCENE_HYRULE_FIELD) && (play->sceneNum <= SCENE_LON_LON_RANCH))) {
Map_SavePlayerInitialInfo(play);
}
Audio_SetEnvReverb(play->roomCtx.curRoom.echo);
u8 idx = gSaveContext.ship.stats.tsIdx;
gSaveContext.ship.stats.sceneTimestamps[idx].scene = gSaveContext.ship.stats.sceneNum;
gSaveContext.ship.stats.sceneTimestamps[idx].room = gSaveContext.ship.stats.roomNum;
gSaveContext.ship.stats.sceneTimestamps[idx].roomTime = gSaveContext.ship.stats.roomTimer / 2;
gSaveContext.ship.stats.sceneTimestamps[idx].isRoom =
gPlayState->sceneNum == gSaveContext.ship.stats.sceneTimestamps[idx].scene &&
gPlayState->roomCtx.curRoom.num != gSaveContext.ship.stats.sceneTimestamps[idx].room;
gSaveContext.ship.stats.tsIdx++;
gSaveContext.ship.stats.roomNum = roomCtx->curRoom.num;
gSaveContext.ship.stats.roomTimer = 0;
}
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