Shipwright/soh/include/z64scene.h
Christopher Leggett d58968d196
Merge branch 'develop' into merge-develop
# Conflicts:
#	soh/soh/Enhancements/custom-message/CustomMessageTypes.h
#	soh/soh/Enhancements/debugger/debugSaveEditor.h
#	soh/soh/Enhancements/item-tables/ItemTableTypes.h
#	soh/soh/Enhancements/mods.cpp
#	soh/soh/Enhancements/randomizer/3drando/entrance.cpp
#	soh/soh/Enhancements/randomizer/3drando/item_location.cpp
#	soh/soh/Enhancements/randomizer/3drando/keys.hpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_castle_town.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_gerudo_training_grounds.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ice_cavern.cpp
#	soh/soh/Enhancements/randomizer/3drando/menu.cpp
#	soh/soh/Enhancements/randomizer/3drando/playthrough.cpp
#	soh/soh/Enhancements/randomizer/3drando/settings.cpp
#	soh/soh/Enhancements/randomizer/3drando/settings.hpp
#	soh/soh/Enhancements/randomizer/randomizer.cpp
#	soh/soh/Enhancements/randomizer/randomizerTypes.h
#	soh/soh/Enhancements/randomizer/randomizer_check_objects.cpp
#	soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp
#	soh/soh/Enhancements/randomizer/randomizer_entrance.c
#	soh/soh/OTRGlobals.cpp
#	soh/src/code/z_sram.c
#	soh/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
2023-12-10 12:49:15 -05:00

517 lines
14 KiB
C

#ifndef Z64SCENE_H
#define Z64SCENE_H
#include "command_macros_base.h"
#include "libultraship/libultra.h"
#include "z64math.h"
typedef struct {
/* 0x00 */ uintptr_t vromStart;
/* 0x04 */ uintptr_t vromEnd;
char* fileName;
} RomFile; // size = 0x8
typedef struct {
/* 0x00 */ RomFile sceneFile;
/* 0x08 */ RomFile titleFile;
/* 0x10 */ u8 unk_10;
/* 0x11 */ u8 config;
/* 0x12 */ u8 unk_12;
/* 0x13 */ u8 unk_13;
} SceneTableEntry; // size = 0x14
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ u32 data2;
} SCmdBase;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdSpawnList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdActorList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdUnused02;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdColHeader;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdRoomList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 x;
/* 0x05 */ u8 y;
/* 0x06 */ u8 z;
/* 0x07 */ u8 unk_07;
} SCmdWindSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdEntranceList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 cUpElfMsgNum;
/* 0x04 */ u32 keepObjectId;
} SCmdSpecialFiles;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 gpFlag1;
/* 0x04 */ u32 gpFlag2;
} SCmdRoomBehavior;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdMesh;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdObjectList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdLightList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdPathList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdTransiActorList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdLightSettingList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 hour;
/* 0x05 */ u8 min;
/* 0x06 */ u8 unk_06;
} SCmdTimeSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 skyboxId;
/* 0x05 */ u8 unk_05;
/* 0x06 */ u8 unk_06;
} SCmdSkyboxSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 unk_04;
/* 0x05 */ u8 unk_05;
} SCmdSkyboxDisables;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ u32 data2;
} SCmdEndMarker;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdExitList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 specId;
/* 0x02 */ char pad[4];
/* 0x06 */ u8 natureAmbienceId;
/* 0x07 */ u8 seqId;
} SCmdSoundSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[5];
/* 0x07 */ u8 echo;
} SCmdEchoSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdCutsceneData;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdAltHeaders;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 cameraMovement;
/* 0x04 */ u32 area;
} SCmdMiscSettings;
typedef struct {
u8 headerType;
} MeshHeaderBase;
typedef struct {
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
} MeshHeader0;
typedef struct {
Gfx* opaqueDList;
Gfx* translucentDList;
} MeshEntry0;
typedef struct {
MeshHeaderBase base;
u8 format;
u32 entryRecord;
} MeshHeader1Base;
typedef struct {
MeshHeader1Base base;
void* imagePtr; // 0x08
u32 unknown; // 0x0C
u32 unknown2; // 0x10
u16 bgWidth; // 0x14
u16 bgHeight; // 0x16
u8 imageFormat; // 0x18
u8 imageSize; // 0x19
u16 imagePal; // 0x1A
u16 imageFlip; // 0x1C
} MeshHeader1Single;
typedef struct {
MeshHeader1Base base;
u8 bgCnt;
void* bgRecordPtr;
} MeshHeader1Multi;
typedef struct {
u16 unknown; // 0x00
s8 bgID; // 0x02
void* imagePtr; // 0x04
u32 unknown2; // 0x08
u32 unknown3; // 0x0C
u16 bgWidth; // 0x10
u16 bgHeight; // 0x12
u8 imageFmt; // 0x14
u8 imageSize; // 0x15
u16 imagePal; // 0x16
u16 imageFlip; // 0x18
} BackgroundRecord;
typedef struct {
s16 playerXMax, playerZMax;
s16 playerXMin, playerZMin;
Gfx* opaqueDList;
Gfx* translucentDList;
} MeshEntry2;
typedef struct {
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
} MeshHeader2;
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 diffuseDir1[3];
/* 0x06 */ u8 diffuseColor1[3];
/* 0x09 */ s8 diffuseDir2[3];
/* 0x0C */ u8 diffuseColor2[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ u16 fogNear;
/* 0x14 */ u16 fogFar;
} LightSettings; // size = 0x16
typedef struct {
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ Vec3s* points; // Segment Address to the array of points
} Path; // size = 0x8
typedef union {
SCmdBase base;
SCmdSpawnList spawnList;
SCmdActorList actorList;
SCmdUnused02 unused02;
SCmdRoomList roomList;
SCmdEntranceList entranceList;
SCmdObjectList objectList;
SCmdLightList lightList;
SCmdPathList pathList;
SCmdTransiActorList transiActorList;
SCmdLightSettingList lightSettingList;
SCmdExitList exitList;
SCmdColHeader colHeader;
SCmdMesh mesh;
SCmdSpecialFiles specialFiles;
SCmdCutsceneData cutsceneData;
SCmdRoomBehavior roomBehavior;
SCmdWindSettings windSettings;
SCmdTimeSettings timeSettings;
SCmdSkyboxSettings skyboxSettings;
SCmdSkyboxDisables skyboxDisables;
SCmdEndMarker endMarker;
SCmdSoundSettings soundSettings;
SCmdEchoSettings echoSettings;
SCmdMiscSettings miscSettings;
SCmdAltHeaders altHeaders;
} SceneCmd; // size = 0x8
#define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum,
#ifdef __cplusplus
enum SceneID : int {
#else
enum SceneID {
#endif
#include "tables/scene_table.h"
/* 0x6E */ SCENE_ID_MAX
};
// this define exists to preserve shiftability for an unused scene that is
// listed in the entrance table
#define SCENE_UNUSED_6E SCENE_ID_MAX
#undef DEFINE_SCENE
// Entrance Index Enum
#define DEFINE_ENTRANCE(enum, _1, _2, _3, _4, _5, _6) enum,
typedef enum {
#include "tables/entrance_table.h"
/* 0x614 */ ENTR_MAX
} EntranceIndex;
#define ENTR_LOAD_OPENING -1
typedef enum {
/* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells)
/* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery
/* 0x7FFB */ ENTR_RETURN_2, // unused
/* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar
/* 0x7FFD */ ENTR_RETURN_4, // unused
/* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense)
/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
} ReturnEntranceIndex;
#undef DEFINE_ENTRANCE
typedef enum {
/* 0 */ SDC_DEFAULT,
/* 1 */ SDC_HYRULE_FIELD,
/* 2 */ SDC_KAKARIKO_VILLAGE,
/* 3 */ SDC_ZORAS_RIVER,
/* 4 */ SDC_KOKIRI_FOREST,
/* 5 */ SDC_LAKE_HYLIA,
/* 6 */ SDC_ZORAS_DOMAIN,
/* 7 */ SDC_ZORAS_FOUNTAIN,
/* 8 */ SDC_GERUDO_VALLEY,
/* 9 */ SDC_LOST_WOODS,
/* 10 */ SDC_DESERT_COLOSSUS,
/* 11 */ SDC_GERUDOS_FORTRESS,
/* 12 */ SDC_HAUNTED_WASTELAND,
/* 13 */ SDC_HYRULE_CASTLE,
/* 14 */ SDC_DEATH_MOUNTAIN_TRAIL,
/* 15 */ SDC_DEATH_MOUNTAIN_CRATER,
/* 16 */ SDC_GORON_CITY,
/* 17 */ SDC_LON_LON_RANCH,
/* 18 */ SDC_FIRE_TEMPLE,
/* 19 */ SDC_DEKU_TREE,
/* 20 */ SDC_DODONGOS_CAVERN,
/* 21 */ SDC_JABU_JABU,
/* 22 */ SDC_FOREST_TEMPLE,
/* 23 */ SDC_WATER_TEMPLE,
/* 24 */ SDC_SHADOW_TEMPLE_AND_WELL,
/* 25 */ SDC_SPIRIT_TEMPLE,
/* 26 */ SDC_INSIDE_GANONS_CASTLE,
/* 27 */ SDC_GERUDO_TRAINING_GROUND,
/* 28 */ SDC_DEKU_TREE_BOSS,
/* 29 */ SDC_WATER_TEMPLE_BOSS,
/* 30 */ SDC_TEMPLE_OF_TIME,
/* 31 */ SDC_GROTTOS,
/* 32 */ SDC_CHAMBER_OF_THE_SAGES,
/* 33 */ SDC_GREAT_FAIRYS_FOUNTAIN,
/* 34 */ SDC_SHOOTING_GALLERY,
/* 35 */ SDC_CASTLE_COURTYARD_GUARDS,
/* 36 */ SDC_OUTSIDE_GANONS_CASTLE,
/* 37 */ SDC_ICE_CAVERN,
/* 38 */ SDC_GANONS_TOWER_COLLAPSE_EXTERIOR,
/* 39 */ SDC_FAIRYS_FOUNTAIN,
/* 40 */ SDC_THIEVES_HIDEOUT,
/* 41 */ SDC_BOMBCHU_BOWLING_ALLEY,
/* 42 */ SDC_ROYAL_FAMILYS_TOMB,
/* 43 */ SDC_LAKESIDE_LABORATORY,
/* 44 */ SDC_LON_LON_BUILDINGS,
/* 45 */ SDC_MARKET_GUARD_HOUSE,
/* 46 */ SDC_POTION_SHOP_GRANNY,
/* 47 */ SDC_CALM_WATER,
/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING,
/* 49 */ SDC_BESITU,
/* 50 */ SDC_FISHING_POND,
/* 51 */ SDC_GANONS_TOWER_COLLAPSE_INTERIOR,
/* 52 */ SDC_INSIDE_GANONS_CASTLE_COLLAPSE,
/* 53 */ SDC_MAX
} SceneDrawConfig;
// Scene commands
typedef enum {
/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
/* 0x02 */ SCENE_CMD_ID_UNUSED_2,
/* 0x03 */ SCENE_CMD_ID_COLLISION_HEADER,
/* 0x04 */ SCENE_CMD_ID_ROOM_LIST,
/* 0x05 */ SCENE_CMD_ID_WIND_SETTINGS,
/* 0x06 */ SCENE_CMD_ID_ENTRANCE_LIST,
/* 0x07 */ SCENE_CMD_ID_SPECIAL_FILES,
/* 0x08 */ SCENE_CMD_ID_ROOM_BEHAVIOR,
/* 0x09 */ SCENE_CMD_ID_UNDEFINED_9,
/* 0x0A */ SCENE_CMD_ID_MESH_HEADER,
/* 0x0B */ SCENE_CMD_ID_OBJECT_LIST,
/* 0x0C */ SCENE_CMD_ID_LIGHT_LIST,
/* 0x0D */ SCENE_CMD_ID_PATH_LIST,
/* 0x0E */ SCENE_CMD_ID_TRANSITION_ACTOR_LIST,
/* 0x0F */ SCENE_CMD_ID_LIGHT_SETTINGS_LIST,
/* 0x10 */ SCENE_CMD_ID_TIME_SETTINGS,
/* 0x11 */ SCENE_CMD_ID_SKYBOX_SETTINGS,
/* 0x12 */ SCENE_CMD_ID_SKYBOX_DISABLES,
/* 0x13 */ SCENE_CMD_ID_EXIT_LIST,
/* 0x14 */ SCENE_CMD_ID_END,
/* 0x15 */ SCENE_CMD_ID_SOUND_SETTINGS,
/* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS,
/* 0x17 */ SCENE_CMD_ID_CUTSCENE_DATA,
/* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST,
/* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS,
/* 0x20 */ SCENE_CMD_ID_MAX
} SceneCommandTypeID;
#define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \
{ SCENE_CMD_ID_SPAWN_LIST, numSpawns, CMD_PTR(spawnList) }
#define SCENE_CMD_ACTOR_LIST(numActors, actorList) \
{ SCENE_CMD_ID_ACTOR_LIST, numActors, CMD_PTR(actorList) }
#define SCENE_CMD_UNUSED_02(unk, data) \
{ SCENE_CMD_ID_UNUSED_2, unk, CMD_PTR(data) }
#define SCENE_CMD_COL_HEADER(colHeader) \
{ SCENE_CMD_ID_COLLISION_HEADER, 0, CMD_PTR(colHeader) }
#define SCENE_CMD_ROOM_LIST(numRooms, roomList) \
{ SCENE_CMD_ID_ROOM_LIST, numRooms, CMD_PTR(roomList) }
#define SCENE_CMD_WIND_SETTINGS(xDir, yDir, zDir, strength) \
{ SCENE_CMD_ID_WIND_SETTINGS, 0, CMD_BBBB(xDir, yDir, zDir, strength) }
#define SCENE_CMD_ENTRANCE_LIST(entranceList) \
{ SCENE_CMD_ID_ENTRANCE_LIST, 0, CMD_PTR(entranceList) }
#define SCENE_CMD_SPECIAL_FILES(elfMessageFile, keepObjectId) \
{ SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, CMD_W(keepObjectId) }
#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, showInvisActors, disableWarpSongs) \
{ SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
curRoomUnk2 | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) }
#define SCENE_CMD_UNK_09() \
{ SCENE_CMD_ID_UNDEFINED_9, 0, CMD_W(0) }
#define SCENE_CMD_MESH(meshHeader) \
{ SCENE_CMD_ID_MESH_HEADER, 0, CMD_PTR(meshHeader) }
#define SCENE_CMD_OBJECT_LIST(numObjects, objectList) \
{ SCENE_CMD_ID_OBJECT_LIST, numObjects, CMD_PTR(objectList) }
#define SCENE_CMD_LIGHT_LIST(numLights, lightList) \
{ SCENE_CMD_ID_POS_LIGHT_LIST, numLights, CMD_PTR(lightList) }
#define SCENE_CMD_PATH_LIST(pathList) \
{ SCENE_CMD_ID_PATH_LIST, 0, CMD_PTR(pathList) }
#define SCENE_CMD_TRANSITION_ACTOR_LIST(numActors, list) \
{ SCENE_CMD_ID_TRANSITION_ACTOR_LIST, numActors, CMD_PTR(list) }
#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
{ SCENE_CMD_ID_LIGHT_SETTINGS_LIST, numLightSettings, CMD_PTR(lightSettingsList) }
#define SCENE_CMD_TIME_SETTINGS(hour, min, speed) \
{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) }
#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, weather, isIndoors) \
{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, weather, isIndoors, 0) }
#define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \
{ SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) }
#define SCENE_CMD_EXIT_LIST(exitList) \
{ SCENE_CMD_ID_EXIT_LIST, 0, CMD_PTR(exitList) }
#define SCENE_CMD_END() \
{ SCENE_CMD_ID_END, 0, CMD_W(0) }
#define SCENE_CMD_SOUND_SETTINGS(specId, natureAmbienceId, seqId) \
{ SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, natureAmbienceId, seqId) }
#define SCENE_CMD_ECHO_SETTINGS(echo) \
{ SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) }
#define SCENE_CMD_CUTSCENE_DATA(cutsceneData) \
{ SCENE_CMD_ID_CUTSCENE_DATA, 0, CMD_PTR(cutsceneData) }
#define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \
{ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) }
#define SCENE_CMD_MISC_SETTINGS(camMode, worldMapLocation) \
{ SCENE_CMD_ID_MISC_SETTINGS, camMode, CMD_W(worldMapLocation) }
#endif