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authormzxrules <mzxrules@gmail.com>2024-09-05 08:08:21 -0400
committerGitHub <noreply@github.com>2024-09-05 21:08:21 +0900
commitacb5c7f20cbe845f5bd71c829dff69e9b715a020 (patch)
treefa4074cb2b2a929a1a84f33c0117f519f623bfac /src
parentdbb059c6a725bc933b79fabf89ffbe1e39a43cbf (diff)
Update Room Documentation (#2015)
* Update Room Documentation * Write more complete documentation, implement suggestions. * Function name changes; minor comment tweaks * nit * Resolve Dragorn fixes * Resolve Fig suggestions, fix comment wording * fix bss, fig suggestion * bss
Diffstat (limited to 'src')
-rw-r--r--src/code/fault_gc.c4
-rw-r--r--src/code/fault_gc_drawer.c1
-rw-r--r--src/code/main.c2
-rw-r--r--src/code/z_actor.c8
-rw-r--r--src/code/z_demo.c16
-rw-r--r--src/code/z_kankyo.c4
-rw-r--r--src/code/z_message.c2
-rw-r--r--src/code/z_play.c13
-rw-r--r--src/code/z_room.c116
-rw-r--r--src/code/z_scene.c12
-rw-r--r--src/code/z_scene_table.c82
-rw-r--r--src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c22
-rw-r--r--src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c10
-rw-r--r--src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c2
-rw-r--r--src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c12
-rw-r--r--src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c2
-rw-r--r--src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c10
-rw-r--r--src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c2
-rw-r--r--src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c12
-rw-r--r--src/overlays/actors/ovl_En_Door/z_en_door.c4
-rw-r--r--src/overlays/actors/ovl_En_Holl/z_en_holl.c34
-rw-r--r--src/overlays/actors/ovl_Fishing/z_fishing.c6
-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c10
23 files changed, 215 insertions, 171 deletions
diff --git a/src/code/fault_gc.c b/src/code/fault_gc.c
index 0402573ad..d3e16ac59 100644
--- a/src/code/fault_gc.c
+++ b/src/code/fault_gc.c
@@ -42,8 +42,8 @@
*/
#if PLATFORM_GC
-#pragma increment_block_number "gc-eu:240 gc-eu-mq:240 gc-eu-mq-dbg:224 gc-jp:240 gc-jp-ce:240 gc-jp-mq:240 gc-us:240" \
- "gc-us-mq:240"
+#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-eu-mq-dbg:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224" \
+ "gc-us-mq:224"
#include "global.h"
#include "alloca.h"
diff --git a/src/code/fault_gc_drawer.c b/src/code/fault_gc_drawer.c
index 5cf088fca..808b25849 100644
--- a/src/code/fault_gc_drawer.c
+++ b/src/code/fault_gc_drawer.c
@@ -7,6 +7,7 @@
#include "global.h"
#include "fault.h"
#include "terminal.h"
+#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#if PLATFORM_GC
diff --git a/src/code/main.c b/src/code/main.c
index 248772563..ab274c40e 100644
--- a/src/code/main.c
+++ b/src/code/main.c
@@ -14,7 +14,7 @@ s32 gScreenWidth = SCREEN_WIDTH;
s32 gScreenHeight = SCREEN_HEIGHT;
u32 gSystemHeapSize = 0;
-#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224"
+#pragma increment_block_number "gc-eu:208 gc-eu-mq:208 gc-jp:208 gc-jp-ce:208 gc-jp-mq:208 gc-us:208 gc-us-mq:208"
PreNmiBuff* gAppNmiBufferPtr;
Scheduler gScheduler;
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 96617f496..78710229f 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1972,7 +1972,7 @@ void func_8002F994(Actor* actor, s32 timer) {
// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) {
- play->roomCtx.unk_74[0] = 1;
+ play->roomCtx.drawParams[0] = 1;
CollisionCheck_BlueBlood(play, NULL, pos);
Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO);
return true;
@@ -3079,8 +3079,8 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
u8 numActors;
s32 i;
- transitionActor = play->transiActorCtx.list;
- numActors = play->transiActorCtx.numActors;
+ transitionActor = play->transitionActors.list;
+ numActors = play->transitionActors.count;
for (i = 0; i < numActors; i++) {
if (transitionActor->id >= 0) {
@@ -3095,7 +3095,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
transitionActor->id = -transitionActor->id;
- numActors = play->transiActorCtx.numActors;
+ numActors = play->transitionActors.count;
}
}
transitionActor++;
diff --git a/src/code/z_demo.c b/src/code/z_demo.c
index 6cf3ae941..f46e33a55 100644
--- a/src/code/z_demo.c
+++ b/src/code/z_demo.c
@@ -310,8 +310,8 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_FADE_KOKIRI_GRASS_ENV_ALPHA:
- if (play->roomCtx.unk_74[0] <= 127) {
- play->roomCtx.unk_74[0] += 4;
+ if (play->roomCtx.drawParams[0] <= 127) {
+ play->roomCtx.drawParams[0] += 4;
}
break;
@@ -324,14 +324,14 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_DEKU_TREE_DEATH:
- if (play->roomCtx.unk_74[0] < 1650) {
- play->roomCtx.unk_74[0] += 20;
+ if (play->roomCtx.drawParams[0] < 1650) {
+ play->roomCtx.drawParams[0] += 20;
}
if (csCtx->curFrame == 783) {
Sfx_PlaySfxCentered(NA_SE_EV_DEKU_DEATH);
} else if (csCtx->curFrame == 717) {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
}
break;
@@ -344,12 +344,12 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_TRIFORCE_FLASH:
- if (play->roomCtx.unk_74[1] == 0) {
+ if (play->roomCtx.drawParams[1] == 0) {
Sfx_PlaySfxCentered(NA_SE_EV_TRIFORCE_FLASH);
}
- if (play->roomCtx.unk_74[1] < 255) {
- play->roomCtx.unk_74[1] += 5;
+ if (play->roomCtx.drawParams[1] < 255) {
+ play->roomCtx.drawParams[1] += 5;
}
break;
diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c
index 49fcbf435..6a8026cdb 100644
--- a/src/code/z_kankyo.c
+++ b/src/code/z_kankyo.c
@@ -441,8 +441,8 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
sLightningBolts[i].state = LIGHTNING_BOLT_INACTIVE;
}
- play->roomCtx.unk_74[0] = 0;
- play->roomCtx.unk_74[1] = 0;
+ play->roomCtx.drawParams[0] = 0;
+ play->roomCtx.drawParams[1] = 0;
for (i = 0; i < ARRAY_COUNT(play->csCtx.actorCues); i++) {
play->csCtx.actorCues[i] = NULL;
diff --git a/src/code/z_message.c b/src/code/z_message.c
index 0f42e5e82..eff41c44c 100644
--- a/src/code/z_message.c
+++ b/src/code/z_message.c
@@ -8,7 +8,7 @@
#include "n64dd.h"
#endif
-#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
+#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#if PLATFORM_N64
#define OCARINA_BUTTON_A_PRIM_R 80
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 4a0309b5f..99bb02468 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -468,7 +468,8 @@ void Play_Init(GameState* thisx) {
Actor_InitContext(this, &this->actorCtx, this->playerEntry);
- while (!func_800973FC(this, &this->roomCtx)) {
+ // Busyloop until the room loads
+ while (!Room_ProcessRoomRequest(this, &this->roomCtx)) {
; // Empty Loop
}
@@ -950,7 +951,7 @@ void Play_Update(PlayState* this) {
}
} else {
PLAY_LOG(3606);
- func_800973FC(this, &this->roomCtx);
+ Room_ProcessRoomRequest(this, &this->roomCtx);
PLAY_LOG(3612);
CollisionCheck_AT(this, &this->colChkCtx);
@@ -1524,8 +1525,8 @@ void Play_InitScene(PlayState* this, s32 spawn) {
Object_InitContext(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
- TransitionActor_InitContext(&this->state, &this->transiActorCtx);
- func_80096FD4(this, &this->roomCtx.curRoom);
+ Scene_ResetTransitionActorList(&this->state, &this->transitionActors);
+ Room_Init(this, &this->roomCtx.curRoom);
R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT;
gSaveContext.worldMapArea = WORLD_MAP_AREA_HYRULE_FIELD;
Scene_ExecuteCommands(this, this->sceneSegment);
@@ -1579,7 +1580,7 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
}
#endif
- size = func_80096FE8(this, &this->roomCtx);
+ size = Room_SetupFirstRoom(this, &this->roomCtx);
PRINTF("ROOM SIZE=%fK\n", size / 1024.0f);
}
@@ -1913,7 +1914,7 @@ s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
return 0;
}
- transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)];
+ transitionActor = &this->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(actor)];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {
diff --git a/src/code/z_room.c b/src/code/z_room.c
index 5a88f1c28..e0906de17 100644
--- a/src/code/z_room.c
+++ b/src/code/z_room.c
@@ -536,13 +536,18 @@ void Room_DrawImage(PlayState* play, Room* room, u32 flags) {
}
}
-void func_80096FD4(PlayState* play, Room* room) {
+void Room_Init(PlayState* play, Room* room) {
room->num = -1;
room->segment = NULL;
}
-u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
- u32 maxRoomSize = 0;
+/**
+ * Allocates memory for rooms and fetches the first room that the player will spawn into.
+ *
+ * @return u32 size of the buffer reserved for room data
+ */
+u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx) {
+ u32 roomBufferSize = 0;
u32 roomSize;
s32 i;
s32 j;
@@ -553,25 +558,27 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
u32 cumulRoomSize;
s32 pad;
+ // Set roomBufferSize to the largest room
{
- RomFile* roomList = play->roomList;
+ RomFile* roomList = play->roomList.romFiles;
- for (i = 0; i < play->numRooms; i++) {
+ for (i = 0; i < play->roomList.count; i++) {
roomSize = roomList[i].vromEnd - roomList[i].vromStart;
PRINTF("ROOM%d size=%d\n", i, roomSize);
- if (maxRoomSize < roomSize) {
- maxRoomSize = roomSize;
+ if (roomBufferSize < roomSize) {
+ roomBufferSize = roomSize;
}
}
}
- if ((u32)play->transiActorCtx.numActors != 0) {
- RomFile* roomList = play->roomList;
- TransitionActorEntry* transitionActor = &play->transiActorCtx.list[0];
+ // If there any rooms are connected, find their combined size and update roomBufferSize if larger
+ if ((u32)play->transitionActors.count != 0) {
+ RomFile* roomList = play->roomList.romFiles;
+ TransitionActorEntry* transitionActor = &play->transitionActors.list[0];
- LOG_NUM("game_play->room_rom_address.num", play->numRooms, "../z_room.c", 912);
+ LOG_NUM("game_play->room_rom_address.num", play->roomList.count, "../z_room.c", 912);
- for (j = 0; j < play->transiActorCtx.numActors; j++) {
+ for (j = 0; j < play->transitionActors.count; j++) {
frontRoom = transitionActor->sides[0].room;
backRoom = transitionActor->sides[1].room;
frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
@@ -580,32 +587,52 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
PRINTF("DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>\n", j, cumulRoomSize, frontRoom, frontRoomSize, backRoom,
backRoomSize);
- if (maxRoomSize < cumulRoomSize) {
- maxRoomSize = cumulRoomSize;
+ if (roomBufferSize < cumulRoomSize) {
+ roomBufferSize = cumulRoomSize;
}
transitionActor++;
}
}
PRINTF(VT_FGCOL(YELLOW));
- PRINTF(T("部屋バッファサイズ=%08x(%5.1fK)\n", "Room buffer size=%08x(%5.1fK)\n"), maxRoomSize,
- maxRoomSize / 1024.0f);
- roomCtx->bufPtrs[0] = GAME_STATE_ALLOC(&play->state, maxRoomSize, "../z_room.c", 946);
+ PRINTF(T("部屋バッファサイズ=%08x(%5.1fK)\n", "Room buffer size=%08x(%5.1fK)\n"), roomBufferSize,
+ roomBufferSize / 1024.0f);
+ roomCtx->bufPtrs[0] = GAME_STATE_ALLOC(&play->state, roomBufferSize, "../z_room.c", 946);
PRINTF(T("部屋バッファ開始ポインタ=%08x\n", "Room buffer initial pointer=%08x\n"), roomCtx->bufPtrs[0]);
- roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + maxRoomSize);
+ roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + roomBufferSize);
PRINTF(T("部屋バッファ終了ポインタ=%08x\n", "Room buffer end pointer=%08x\n"), roomCtx->bufPtrs[1]);
PRINTF(VT_RST);
- roomCtx->unk_30 = 0;
+ roomCtx->activeBufPage = 0;
roomCtx->status = 0;
frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex)
: play->spawnList[play->spawn].room;
- func_8009728C(play, roomCtx, frontRoom);
- return maxRoomSize;
+ // Load into a room for the first time.
+ // Since curRoom was initialized to `room = -1` and `segment = NULL` in Play_InitScene, the previous room
+ // will also be initialized to the nulled state when this function completes.
+ Room_RequestNewRoom(play, roomCtx, frontRoom);
+
+ return roomBufferSize;
}
-s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
+/**
+ * Tries to create an asynchronous request to transfer room data into memory.
+ * If successful, the requested room will be loaded into memory and becomes the new current room; the room that was
+ * current before becomes the previous room.
+ *
+ * Room_RequestNewRoom will be blocked from loading new rooms until Room_ProcessRoomRequest completes room
+ * initialization.
+ *
+ * Calling Room_RequestNewRoom outside of Room_SetupFirstRoom will allow for two rooms being initialized simultaneously.
+ * This allows an actor like ACTOR_EN_HOLL to seamlessly swap the two rooms as the player moves between them. Calling
+ * Room_FinishRoomChange afterward will finalize the room swap.
+ *
+ * @param roomNum is the id of the room to load. roomNum must NOT be the same id as curRoom.num, since this will create
+ * duplicate actor instances that cannot be cleaned up by calling Room_FinishRoomChange
+ * @returns bool false if the request could not be created.
+ */
+s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
if (roomCtx->status == 0) {
u32 size;
@@ -614,11 +641,11 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
roomCtx->curRoom.segment = NULL;
roomCtx->status = 1;
- ASSERT(roomNum < play->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
+ ASSERT(roomNum < play->roomList.count, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
- size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart;
- roomCtx->unk_34 =
- (void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
+ size = play->roomList.romFiles[roomNum].vromEnd - play->roomList.romFiles[roomNum].vromStart;
+ roomCtx->roomRequestAddr = (void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->activeBufPage] -
+ ((size + 8) * roomCtx->activeBufPage + 7));
osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
@@ -626,37 +653,44 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
if ((B_80121220 != NULL) && (B_80121220->unk_08 != NULL)) {
B_80121220->unk_08(play, roomCtx, roomNum);
} else {
- DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
- &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
+ DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->roomRequestAddr,
+ play->roomList.romFiles[roomNum].vromStart, size, 0, &roomCtx->loadQueue, NULL,
+ "../z_room.c", 1036);
}
#else
- DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
- &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
+ DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->roomRequestAddr, play->roomList.romFiles[roomNum].vromStart,
+ size, 0, &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
#endif
- roomCtx->unk_30 ^= 1;
+ roomCtx->activeBufPage ^= 1;
return true;
}
return false;
}
-s32 func_800973FC(PlayState* play, RoomContext* roomCtx) {
+/**
+ * Completes room initialization for the room requested by a call to Room_RequestNewRoom.
+ * This function does not block the thread if the room data is still being transferred.
+ *
+ * @returns bool false if a dma transfer is in progress.
+ */
+s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->status == 1) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;
- roomCtx->curRoom.segment = roomCtx->unk_34;
- gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
+ roomCtx->curRoom.segment = roomCtx->roomRequestAddr;
+ gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->curRoom.segment);
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
Player_SetBootData(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
} else {
- return 0;
+ return false;
}
}
- return 1;
+ return true;
}
void Room_Draw(PlayState* play, Room* room, u32 flags) {
@@ -668,9 +702,17 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) {
}
}
-void func_80097534(PlayState* play, RoomContext* roomCtx) {
+/**
+ * Finalizes a swap between two rooms.
+ *
+ * When a new room is created with Room_RequestNewRoom, the previous room and its actors remain in memory. This allows
+ * an actor like ACTOR_EN_HOLL to seamlessly swap the two rooms as the player moves between them.
+ */
+void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx) {
+ // Delete the previous room
roomCtx->prevRoom.num = -1;
roomCtx->prevRoom.segment = NULL;
+
func_80031B14(play, &play->actorCtx);
Actor_SpawnTransitionActors(play, &play->actorCtx);
Map_InitRoomData(play, roomCtx->curRoom.num);
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index 83714b8a4..f72c06cad 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -230,8 +230,8 @@ BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
- play->numRooms = cmd->roomList.length;
- play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
+ play->roomList.count = cmd->roomList.length;
+ play->roomList.romFiles = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
}
BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
@@ -327,12 +327,12 @@ BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
- play->transiActorCtx.numActors = cmd->transiActorList.length;
- play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
+ play->transitionActors.count = cmd->transiActorList.length;
+ play->transitionActors.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
}
-void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
- transiActorCtx->numActors = 0;
+void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
+ transitionActors->count = 0;
}
BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
diff --git a/src/code/z_scene_table.c b/src/code/z_scene_table.c
index 6767993f0..ed18c33c6 100644
--- a/src/code/z_scene_table.c
+++ b/src/code/z_scene_table.c
@@ -289,12 +289,12 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x0B, displayListHead);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT]);
+ gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT]);
+ gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT]);
gSPEndDisplayList(displayListHead++);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
@@ -306,7 +306,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5069);
- temp = play->roomCtx.unk_74[0] / 255.0f;
+ temp = play->roomCtx.drawParams[0] / 255.0f;
gSPSegment(POLY_XLU_DISP++, 0x08, displayListHead);
gSPSegment(POLY_OPA_DISP++, 0x08, displayListHead);
@@ -323,7 +323,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x0A, displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x0A, displayListHead);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
+ gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0B, displayListHead);
@@ -331,7 +331,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gDPSetPrimColor(displayListHead++, 0, 0, 89 + (u8)(166.0f * temp), 89 + (u8)(166.0f * temp),
89 + (u8)(166.0f * temp), 255);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
+ gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
@@ -339,13 +339,13 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gDPSetPrimColor(displayListHead++, 0, 0, 255 + (u8)(179.0f * temp), 255 + (u8)(179.0f * temp),
255 + (u8)(179.0f * temp), 255);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
+ gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0D, displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x0D, displayListHead);
gDPPipeSync(displayListHead++);
- gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[1]);
+ gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[1]);
gSPEndDisplayList(displayListHead);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5145);
@@ -539,8 +539,8 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535);
- spB0 = (play->roomCtx.unk_74[1] >> 8) & 0xFF;
- spAC = play->roomCtx.unk_74[1] & 0xFF;
+ spB0 = (play->roomCtx.drawParams[1] >> 8) & 0xFF;
+ spAC = play->roomCtx.drawParams[1] & 0xFF;
gameplayFrames = play->gameplayFrames;
#if !OOT_MQ
@@ -613,7 +613,7 @@ void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
- gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.unk_74[0]);
+ gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.drawParams[0]);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 145);
@@ -913,7 +913,7 @@ void Scene_DrawConfigFishingPond(PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollPrimColor(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32, 255, 255,
- 255, play->roomCtx.unk_74[0] + 127));
+ 255, play->roomCtx.drawParams[0] + 127));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@@ -1093,16 +1093,16 @@ void Scene_DrawConfigHyruleField(PlayState* play) {
gSPEndDisplayList(displayListHead++);
} else {
if (gSaveContext.save.dayTime > CLOCK_TIME(18, 30)) {
- if (play->roomCtx.unk_74[0] != 255) {
- Math_StepToS(&play->roomCtx.unk_74[0], 255, 5);
+ if (play->roomCtx.drawParams[0] != 255) {
+ Math_StepToS(&play->roomCtx.drawParams[0], 255, 5);
}
} else if (gSaveContext.save.dayTime >= CLOCK_TIME(6, 0)) {
- if (play->roomCtx.unk_74[0] != 0) {
- Math_StepToS(&play->roomCtx.unk_74[0], 0, 10);
+ if (play->roomCtx.drawParams[0] != 0) {
+ Math_StepToS(&play->roomCtx.drawParams[0], 0, 10);
}
}
- gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.unk_74[0]);
+ gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.drawParams[0]);
gSPDisplayList(displayListHead++, spot00_room_0DL_012B20);
gSPEndDisplayList(displayListHead++);
}
@@ -1187,9 +1187,9 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
if (gSaveContext.sceneLayer == 4) {
- spA3 = 255 - (u8)play->roomCtx.unk_74[0];
+ spA3 = 255 - (u8)play->roomCtx.drawParams[0];
} else if (gSaveContext.sceneLayer == 6) {
- spA0 = play->roomCtx.unk_74[0] + 500;
+ spA0 = play->roomCtx.drawParams[0] + 500;
} else if ((!IS_CUTSCENE_LAYER || LINK_IS_ADULT) && GET_EVENTCHKINF(EVENTCHKINF_07)) {
spA0 = 2150;
}
@@ -1206,8 +1206,8 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C,
- Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16,
- 1, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
+ Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.drawParams[0] * 0.02f), 32,
+ 16, 1, 0, (s16)(-play->roomCtx.drawParams[0] * 0.02f), 32, 16));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
}
@@ -1218,16 +1218,16 @@ void Scene_DrawConfigLakeHylia(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7058);
if (IS_CUTSCENE_LAYER || (LINK_IS_ADULT && !GET_EVENTCHKINF(EVENTCHKINF_69))) {
- play->roomCtx.unk_74[0] = 87;
+ play->roomCtx.drawParams[0] = 87;
}
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, gameplayFrames, 32, 32, 1,
- 0, 0, 32, 32, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
+ 0, 0, 32, 32, 0, 0, 0, play->roomCtx.drawParams[0] + 168));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, -gameplayFrames, 32, 32,
- 1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
+ 1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.drawParams[0] + 168));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
@@ -1341,12 +1341,12 @@ void Scene_DrawConfigLostWoods(PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
- if ((play->roomCtx.unk_74[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
- if (play->roomCtx.unk_74[1] == 50) {
+ if ((play->roomCtx.drawParams[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
+ if (play->roomCtx.drawParams[1] == 50) {
Player_PlaySfx(GET_PLAYER(play), NA_SE_EV_CHICKEN_CRY_M);
- play->roomCtx.unk_74[0] = 1;
+ play->roomCtx.drawParams[0] = 1;
}
- play->roomCtx.unk_74[1]++;
+ play->roomCtx.drawParams[1]++;
}
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7309);
@@ -1441,16 +1441,16 @@ void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
gSPEndDisplayList(displayListHead++);
} else {
if (gSaveContext.save.dayTime > CLOCK_TIME(18, 0)) {
- if (play->roomCtx.unk_74[0] != 255) {
- Math_StepToS(&play->roomCtx.unk_74[0], 255, 5);
+ if (play->roomCtx.drawParams[0] != 255) {
+ Math_StepToS(&play->roomCtx.drawParams[0], 255, 5);
}
} else if (gSaveContext.save.dayTime >= CLOCK_TIME(6, 0)) {
- if (play->roomCtx.unk_74[0] != 0) {
- Math_StepToS(&play->roomCtx.unk_74[0], 0, 10);
+ if (play->roomCtx.drawParams[0] != 0) {
+ Math_StepToS(&play->roomCtx.drawParams[0], 0, 10);
}
}
- gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.unk_74[0]);
+ gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.drawParams[0]);
gSPDisplayList(displayListHead++, spot16_room_0DL_00AA48);
gSPEndDisplayList(displayListHead++);
}
@@ -1604,27 +1604,27 @@ void Scene_DrawConfigJabuJabu(PlayState* play) {
1.f + (1 * temp * Math_CosS(D_8012A39C)));
View_SetDistortionSpeed(&play->view, 0.95f);
- switch (play->roomCtx.unk_74[0]) {
+ switch (play->roomCtx.drawParams[0]) {
case 0:
break;
case 1:
- if (play->roomCtx.unk_74[1] < 1200) {
- play->roomCtx.unk_74[1] += 200;
+ if (play->roomCtx.drawParams[1] < 1200) {
+ play->roomCtx.drawParams[1] += 200;
} else {
- play->roomCtx.unk_74[0]++;
+ play->roomCtx.drawParams[0]++;
}
break;
case 2:
- if (play->roomCtx.unk_74[1] > 0) {
- play->roomCtx.unk_74[1] -= 30;
+ if (play->roomCtx.drawParams[1] > 0) {
+ play->roomCtx.drawParams[1] -= 30;
} else {
- play->roomCtx.unk_74[1] = 0;
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[1] = 0;
+ play->roomCtx.drawParams[0] = 0;
}
break;
}
- D_8012A398 += 0.15f + (play->roomCtx.unk_74[1] * 0.001f);
+ D_8012A398 += 0.15f + (play->roomCtx.drawParams[1] * 0.001f);
}
if (play->roomCtx.curRoom.num == 2) {
diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
index 419f21497..0c1b1b564 100644
--- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
+++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
@@ -121,7 +121,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
if (Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6))) {
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
this->dyna.actor.shape.rot.x = 0x1333;
- play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] = play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] = 255;
+ play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] = play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] = 255;
return;
}
@@ -154,15 +154,15 @@ void BgDodoago_WaitExplosives(BgDodoago* this, PlayState* play) {
? BGDODOAGO_EYE_RIGHT
: BGDODOAGO_EYE_LEFT;
- if (((play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
- ((play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
+ if (((play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
+ ((play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
Flags_SetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6));
this->state = 0;
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
BgDodoago_SetupAction(this, BgDodoago_OpenJaw);
OnePointCutscene_Init(play, 3380, 160, &this->dyna.actor, CAM_ID_MAIN);
- } else if (play->roomCtx.unk_74[this->state] == 0) {
+ } else if (play->roomCtx.drawParams[this->state] == 0) {
OnePointCutscene_Init(play, 3065, 40, &this->dyna.actor, CAM_ID_MAIN);
BgDodoago_SetupAction(this, BgDodoago_LightOneEye);
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@@ -212,14 +212,14 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play) {
s32 i;
// make both eyes red (one already is)
- if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] < 255) {
- play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] += 5;
+ if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] < 255) {
+ play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] += 5;
}
- if (play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] < 255) {
- play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] += 5;
+ if (play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] < 255) {
+ play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] += 5;
}
- if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] != 255) {
+ if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] != 255) {
sTimer--;
return;
}
@@ -260,9 +260,9 @@ void BgDodoago_DoNothing(BgDodoago* this, PlayState* play) {
}
void BgDodoago_LightOneEye(BgDodoago* this, PlayState* play) {
- play->roomCtx.unk_74[this->state] += 5;
+ play->roomCtx.drawParams[this->state] += 5;
- if (play->roomCtx.unk_74[this->state] == 255) {
+ if (play->roomCtx.drawParams[this->state] == 255) {
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
}
}
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
index e6f353eac..141a4617b 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
+++ b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
@@ -238,7 +238,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 5.0f)) {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
Message_CloseTextbox(play);
}
@@ -253,7 +253,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[6].ySurface = this->actor.world.pos.y;
@@ -265,7 +265,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[8].ySurface = this->actor.world.pos.y;
@@ -277,7 +277,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[16].ySurface = this->actor.world.pos.y;
@@ -323,7 +323,7 @@ void BgMizuWater_Update(Actor* thisx, PlayState* play) {
unk1 = 255 - (s32)((posY - WATER_TEMPLE_WATER_F2_Y) / (WATER_TEMPLE_WATER_F3_Y - WATER_TEMPLE_WATER_F2_Y) *
(255 - 160));
}
- play->roomCtx.unk_74[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
+ play->roomCtx.drawParams[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
}
this->actionFunc(this, play);
diff --git a/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c b/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
index 61cd9da38..61a3603ba 100644
--- a/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
+++ b/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
@@ -105,7 +105,7 @@ void func_808BA018(Actor* thisx, PlayState* play) {
}
void func_808BA204(BgTokiHikari* this, PlayState* play) {
- if (play->roomCtx.unk_74[1] != 0) {
+ if (play->roomCtx.drawParams[1] != 0) {
this->actionFunc = func_808BA22C;
}
}
diff --git a/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c b/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
index 2a689189c..e4106619a 100644
--- a/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
+++ b/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
@@ -77,7 +77,7 @@ void BgTokiSwd_Init(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 5) {
- play->roomCtx.unk_74[0] = 0xFF;
+ play->roomCtx.drawParams[0] = 0xFF;
}
Collider_InitCylinder(play, &this->collider);
@@ -119,10 +119,10 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
}
}
if (gSaveContext.sceneLayer == 5) {
- if (play->roomCtx.unk_74[0] > 0) {
- play->roomCtx.unk_74[0]--;
+ if (play->roomCtx.drawParams[0] > 0) {
+ play->roomCtx.drawParams[0]--;
} else {
- play->roomCtx.unk_74[0] = 0;
+ play->roomCtx.drawParams[0] = 0;
}
}
}
@@ -146,8 +146,8 @@ void func_808BB0AC(BgTokiSwd* this, PlayState* play) {
}
void func_808BB128(BgTokiSwd* this, PlayState* play) {
- if (CutsceneFlags_Get(play, 1) && (play->roomCtx.unk_74[0] < 0xFF)) {
- play->roomCtx.unk_74[0] += 5;
+ if (CutsceneFlags_Get(play, 1) && (play->roomCtx.drawParams[0] < 0xFF)) {
+ play->roomCtx.drawParams[0] += 5;
}
}
diff --git a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
index d1748fafc..4edc3a4e3 100644
--- a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
+++ b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
@@ -241,7 +241,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 6) {
- alpha = (play->roomCtx.unk_74[0] + 0x1F4);
+ alpha = (play->roomCtx.drawParams[0] + 0x1F4);
}
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, alpha * 0.1f);
diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
index a833dbb52..a5616563d 100644
--- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
+++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
@@ -337,7 +337,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Flags_SetSwitch(play, 0x14);
sMorphaCore = this;
MO_WATER_LEVEL(play) = this->waterLevel = MO_WATER_LEVEL(play);
- play->roomCtx.unk_74[0] = 0xA0;
+ play->roomCtx.drawParams[0] = 0xA0;
play->specialEffects = sEffects;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++) {
sEffects[i].type = MO_FX_NONE;
@@ -357,7 +357,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
- play->roomCtx.unk_74[0] = 0xFF;
+ play->roomCtx.drawParams[0] = 0xFF;
MO_WATER_LEVEL(play) = -500;
return;
}
@@ -1711,9 +1711,9 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
}
}
if (sMorphaCore->waterLevel < -200.0f) {
- play->roomCtx.unk_74[0]++;
- if (play->roomCtx.unk_74[0] >= 0xFF) {
- play->roomCtx.unk_74[0] = 0xFF;
+ play->roomCtx.drawParams[0]++;
+ if (play->roomCtx.drawParams[0] >= 0xFF) {
+ play->roomCtx.drawParams[0] = 0xFF;
}
}
if (sMorphaCore->waterLevel < -250.0f) {
diff --git a/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c b/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
index cd106c851..16d4fa28c 100644
--- a/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
+++ b/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
@@ -236,7 +236,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_TOKI, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x0000);
} else {
- play->roomCtx.unk_74[1] = 0xFF;
+ play->roomCtx.drawParams[1] = 0xFF;
Actor_Kill(&this->actor);
}
break;
diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
index 7a5298ebd..64be9c832 100644
--- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
+++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
@@ -350,7 +350,7 @@ void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc
* @return true if the door is barred
*/
s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
- TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
+ TransitionActorEntry* transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
DoorShutterStyleInfo* styleInfo = &sStyleInfo[this->styleType];
@@ -462,7 +462,7 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
if (this->dyna.actor.room >= 0) {
s32 transitionActorId = GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor);
- play->transiActorCtx.list[transitionActorId].id *= -1;
+ play->transitionActors.list[transitionActorId].id *= -1;
}
}
@@ -801,7 +801,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
Vec3f relPlayerPos;
Actor_WorldToActorCoords(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos);
- this->dyna.actor.room = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
+ this->dyna.actor.room = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
.sides[(relPlayerPos.z < 0.0f) ? 0 : 1]
.room;
if (room != this->dyna.actor.room) {
@@ -809,9 +809,9 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
play->roomCtx.curRoom = play->roomCtx.prevRoom;
play->roomCtx.prevRoom = tempRoom;
- play->roomCtx.unk_30 ^= 1;
+ play->roomCtx.activeBufPage ^= 1;
}
- func_80097534(play, &play->roomCtx);
+ Room_FinishRoomChange(play, &play->roomCtx);
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0x0EFF);
}
this->isActive = false;
@@ -1012,7 +1012,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
} else {
if (gfxInfo->barsDL != NULL) {
TransitionActorEntry* transitionEntry =
- &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
+ &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
if (play->roomCtx.prevRoom.num >= 0 ||
transitionEntry->sides[0].room == transitionEntry->sides[1].room) {
diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c
index 0dca15d85..590337ed7 100644
--- a/src/overlays/actors/ovl_En_Door/z_en_door.c
+++ b/src/overlays/actors/ovl_En_Door/z_en_door.c
@@ -166,7 +166,7 @@ void EnDoor_Destroy(Actor* thisx, PlayState* play) {
TransitionActorEntry* transitionEntry;
EnDoor* this = (EnDoor*)thisx;
- transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
+ transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
if (transitionEntry->id < 0) {
transitionEntry->id = -transitionEntry->id;
}
@@ -334,7 +334,7 @@ s32 EnDoor_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
TransitionActorEntry* transitionEntry;
Gfx** doorDLists = sDoorDLists[this->dListIndex];
- transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
+ transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
rot->z += this->actor.world.rot.y;
if ((play->roomCtx.prevRoom.num >= 0) || (transitionEntry->sides[0].room == transitionEntry->sides[1].room)) {
// Draw the side of the door that is visible to the camera
diff --git a/src/overlays/actors/ovl_En_Holl/z_en_holl.c b/src/overlays/actors/ovl_En_Holl/z_en_holl.c
index bc5d25a16..9b6619730 100644
--- a/src/overlays/actors/ovl_En_Holl/z_en_holl.c
+++ b/src/overlays/actors/ovl_En_Holl/z_en_holl.c
@@ -133,7 +133,7 @@ void EnHoll_Init(Actor* thisx, PlayState* play) {
void EnHoll_Destroy(Actor* thisx, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(thisx);
- TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
+ TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
transitionEntry->id = -transitionEntry->id;
}
@@ -145,7 +145,7 @@ void EnHoll_SwapRooms(PlayState* play) {
tempRoom = roomCtx->curRoom;
roomCtx->curRoom = roomCtx->prevRoom;
roomCtx->prevRoom = tempRoom;
- play->roomCtx.unk_30 ^= 1;
+ play->roomCtx.activeBufPage ^= 1;
}
/**
@@ -196,14 +196,14 @@ void EnHoll_HorizontalVisibleNarrow(EnHoll* this, PlayState* play) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
if (orthogonalDistToPlayer > sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][1]) {
if (play->roomCtx.prevRoom.num >= 0 && play->roomCtx.status == 0) {
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side].room;
EnHoll_SwapRooms(play);
- func_80097534(play, &play->roomCtx);
+ Room_FinishRoomChange(play, &play->roomCtx);
}
} else {
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side ^ 1].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side ^ 1].room;
if (play->roomCtx.prevRoom.num < 0) {
- func_8009728C(play, &play->roomCtx, this->actor.room);
+ Room_RequestNewRoom(play, &play->roomCtx, this->actor.room);
} else {
this->planeAlpha =
(255.0f / (sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][2] -
@@ -239,14 +239,14 @@ void EnHoll_HorizontalInvisible(EnHoll* this, PlayState* play) {
orthogonalDistToSubject > ENHOLL_H_INVISIBLE_LOAD_DEPTH_MIN))) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (relSubjectPos.z < 0.0f) ? 0 : 1;
- TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
+ TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
s32 room = transitionEntry->sides[side].room;
this->actor.room = room;
if (isKokiriLayer8) {}
if (this->actor.room != play->roomCtx.curRoom.num) {
if (room) {}
- if (func_8009728C(play, &play->roomCtx, this->actor.room)) {
+ if (Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@@ -273,11 +273,11 @@ void EnHoll_VerticalDownBgCoverLarge(EnHoll* this, PlayState* play) {
}
if (absYDistToPlayer < ENHOLL_V_DOWN_LOAD_YDIST) {
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[1].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[1].room;
Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 1.0f, 50.0f, 10.0f);
Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 1.0f, 50.0f, 10.0f);
if (this->actor.room != play->roomCtx.curRoom.num &&
- func_8009728C(play, &play->roomCtx, this->actor.room)) {
+ Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
player->actor.speed = 0.0f;
@@ -308,9 +308,9 @@ void EnHoll_VerticalBgCover(EnHoll* this, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
- func_8009728C(play, &play->roomCtx, this->actor.room)) {
+ Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
}
@@ -334,9 +334,9 @@ void EnHoll_VerticalInvisible(EnHoll* this, PlayState* play) {
absYDistToPlayer > ENHOLL_V_INVISIBLE_LOAD_YDIST_MIN) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
- func_8009728C(play, &play->roomCtx, this->actor.room)) {
+ Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@@ -375,9 +375,9 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
if (orthogonalDistToPlayer < ENHOLL_H_SWITCHFLAG_LOAD_DEPTH) {
s32 side = (relPlayerPos.z < 0.0f) ? 0 : 1;
- this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
+ this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
- func_8009728C(play, &play->roomCtx, this->actor.room)) {
+ Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@@ -392,7 +392,7 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
void EnHoll_WaitRoomLoaded(EnHoll* this, PlayState* play) {
if (!EnHoll_IsKokiriLayer8() && play->roomCtx.status == 0) {
- func_80097534(play, &play->roomCtx);
+ Room_FinishRoomChange(play, &play->roomCtx);
if (play->bgCoverAlpha == 0) {
this->resetBgCoverAlpha = false;
}
diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c
index 63dc29fc1..802ed831a 100644
--- a/src/overlays/actors/ovl_Fishing/z_fishing.c
+++ b/src/overlays/actors/ovl_Fishing/z_fishing.c
@@ -14,7 +14,7 @@
#include "cic6105.h"
#endif
-#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:162 gc-jp-ce:162 gc-jp-mq:162 gc-us:162 gc-us-mq:162"
+#pragma increment_block_number "gc-eu:157 gc-eu-mq:157 gc-jp:159 gc-jp-ce:159 gc-jp-mq:159 gc-us:159 gc-us-mq:159"
#define FLAGS ACTOR_FLAG_4
@@ -920,10 +920,10 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
sFishGameNumber = (HIGH_SCORE(HS_FISHING) & (HS_FISH_PLAYED * 255)) >> 0x10;
if ((sFishGameNumber & 7) == 7) {
- play->roomCtx.unk_74[0] = 90;
+ play->roomCtx.drawParams[0] = 90;
sFishingFoggy = 1;
} else {
- play->roomCtx.unk_74[0] = 40;
+ play->roomCtx.drawParams[0] = 40;
sFishingFoggy = 0;
}
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 9d800d355..ca8bff100 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -5008,7 +5008,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
if (slidingDoor->dyna.actor.category == ACTORCAT_DOOR) {
this->cv.slidingDoorBgCamIndex =
- play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
+ play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex;
@@ -5091,7 +5091,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
} else {
Camera_ChangeDoorCam(Play_GetCamera(play, CAM_ID_MAIN), doorActor,
- play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
+ play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex,
0, 38.0f * D_808535EC, 26.0f * D_808535EC, 10.0f * D_808535EC);
@@ -5100,12 +5100,12 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
if ((this->doorType != PLAYER_DOORTYPE_FAKE) && (doorActor->category == ACTORCAT_DOOR)) {
- frontRoom = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
+ frontRoom = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.room;
if ((frontRoom >= 0) && (frontRoom != play->roomCtx.curRoom.num)) {
- func_8009728C(play, &play->roomCtx, frontRoom);
+ Room_RequestNewRoom(play, &play->roomCtx, frontRoom);
}
}
@@ -9703,7 +9703,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
} else {
func_8083C0E8(this, play);
if (play->roomCtx.prevRoom.num >= 0) {
- func_80097534(play, &play->roomCtx);
+ Room_FinishRoomChange(play, &play->roomCtx);
}
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);