Shipwright/soh/soh/z_play_otr.cpp
briaguya 2308ab8823
build soh with LUS 1.0.0 (#2881)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00

94 lines
3.4 KiB
C++

#include "OTRGlobals.h"
#include <libultraship/libultraship.h>
#include "soh/resource/type/Scene.h"
#include <Utils/StringHelper.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "global.h"
#include "vt.h"
#include <Vertex.h>
extern "C" void Play_InitScene(PlayState * play, s32 spawn);
extern "C" void Play_InitEnvironment(PlayState * play, s16 skyboxId);
void OTRPlay_InitScene(PlayState* play, s32 spawn);
s32 OTRScene_ExecuteCommands(PlayState* play, LUS::Scene* scene);
//LUS::OTRResource* OTRPlay_LoadFile(PlayState* play, RomFile* file) {
LUS::IResource* OTRPlay_LoadFile(PlayState* play, const char* fileName)
{
auto res = LUS::Context::GetInstance()->GetResourceManager()->LoadResource(fileName);
return res.get();
}
extern "C" void OTRPlay_SpawnScene(PlayState* play, s32 sceneNum, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneNum];
scene->unk_13 = 0;
play->loadedScene = scene;
play->sceneNum = sceneNum;
play->sceneConfig = scene->config;
//osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f);
std::string sceneVersion;
if (IsGameMasterQuest()) {
sceneVersion = "mq";
} else {
sceneVersion = "nonmq";
}
std::string scenePath = StringHelper::Sprintf("scenes/%s/%s/%s", sceneVersion.c_str(), scene->sceneFile.fileName, scene->sceneFile.fileName);
play->sceneSegment = OTRPlay_LoadFile(play, scenePath.c_str());
// Failed to load scene... default to doodongs cavern
if (play->sceneSegment == nullptr)
{
lusprintf(__FILE__, __LINE__, 2, "Unable to load scene %s... Defaulting to Doodong's Cavern!\n",
scenePath.c_str());
OTRPlay_SpawnScene(play, 0x01, 0);
return;
}
scene->unk_13 = 0;
//ASSERT(play->sceneSegment != NULL);
//gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
OTRPlay_InitScene(play, spawn);
auto roomSize = func_80096FE8(play, &play->roomCtx);
osSyncPrintf("ROOM SIZE=%fK\n", roomSize / 1024.0f);
}
void OTRPlay_InitScene(PlayState* play, s32 spawn) {
play->curSpawn = spawn;
play->linkActorEntry = nullptr;
play->unk_11DFC = nullptr;
play->setupEntranceList = nullptr;
play->setupExitList = nullptr;
play->cUpElfMsgs = nullptr;
play->setupPathList = nullptr;
play->numSetupActors = 0;
Object_InitBank(play, &play->objectCtx);
LightContext_Init(play, &play->lightCtx);
TransitionActor_InitContext(&play->state, &play->transiActorCtx);
func_80096FD4(play, &play->roomCtx.curRoom);
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
OTRScene_ExecuteCommands(play, (LUS::Scene*)play->sceneSegment);
Play_InitEnvironment(play, play->skyboxId);
// Unpause the timer for Boss Rush when the scene loaded isn't the Chamber of Sages.
if (gSaveContext.isBossRush && play->sceneNum != SCENE_KENJYANOMA) {
gSaveContext.isBossRushPaused = 0;
}
/* auto data = static_cast<LUS::Vertex*>(LUS::Context::GetInstance()
->GetResourceManager()
->ResourceLoad("object_link_child\\object_link_childVtx_01FE08")
.get());
auto data2 = ResourceMgr_LoadVtxByCRC(0x68d4ea06044e228f);*/
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(play->sceneNum);
volatile int a = 0;
}