diff --git a/include/variables.h b/include/variables.h index 922a3c15fb..58104dc90c 100644 --- a/include/variables.h +++ b/include/variables.h @@ -85,7 +85,7 @@ extern u32 gGsFlagsMasks[4]; extern u32 gGsFlagsShifts[4]; extern void* gItemIcons[0x82]; extern u8 gItemSlots[56]; -extern void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*); +extern SceneCmdHandlerFunc gSceneCmdHandlers[SCENE_CMD_ID_MAX]; extern s16 gLinkObjectIds[2]; extern u32 gObjectTableSize; extern RomFile gObjectTable[OBJECT_ID_MAX]; diff --git a/include/z64scene.h b/include/z64scene.h index a08d438bd9..7cb48e0bb4 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -344,6 +344,8 @@ typedef union { SCmdAltHeaders altHeaders; } SceneCmd; // size = 0x8 +typedef BAD_RETURN(s32) (*SceneCmdHandlerFunc)(struct PlayState*, SceneCmd*); + #define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum, typedef enum { diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 492df92a69..0375786e5b 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -47,6 +47,7 @@ s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) { void Object_InitContext(PlayState* play, ObjectContext* objectCtx) { PlayState* play2 = play; + s32 pad; u32 spaceSize; s32 i; @@ -171,10 +172,9 @@ void* func_800982FC(ObjectContext* objectCtx, s32 slot, s16 objectId) { } s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) { - u32 cmdCode; - while (true) { - cmdCode = sceneCmd->base.code; + u32 cmdCode = sceneCmd->base.code; + PRINTF("*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***\n", cmdCode, sceneCmd->base.data1, sceneCmd->base.data2); @@ -189,12 +189,14 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) { PRINTF("code の値が異常です\n"); // "code variable is abnormal" PRINTF(VT_RST); } + sceneCmd++; } + return 0; } -void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) { ActorEntry* playerEntry = play->playerEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->playerEntryList.data) + play->spawnList[play->spawn].playerEntryIndex; s16 linkObjectId; @@ -207,16 +209,16 @@ void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) { Object_SpawnPersistent(&play->objectCtx, linkObjectId); } -void Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) { play->numActorEntries = cmd->actorEntryList.length; play->actorEntryList = SEGMENTED_TO_VIRTUAL(cmd->actorEntryList.data); } -void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) { play->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment); } -void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) { CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data); colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList); @@ -228,16 +230,16 @@ void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) { BgCheck_Allocate(&play->colCtx, play, colHeader); } -void Scene_CommandRoomList(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); } -void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { play->spawnList = SEGMENTED_TO_VIRTUAL(cmd->spawnList.data); } -void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) { if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) { play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId); gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment); @@ -248,18 +250,18 @@ void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) { } } -void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) { play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1; play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF; play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1; play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1; } -void Scene_CommandRoomShape(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandRoomShape(PlayState* play, SceneCmd* cmd) { play->roomCtx.curRoom.roomShape = SEGMENTED_TO_VIRTUAL(cmd->mesh.data); } -void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) { s32 i; s32 j; s32 k; @@ -311,7 +313,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) { play->objectCtx.numEntries = i; } -void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandLightList(PlayState* play, SceneCmd* cmd) { s32 i; LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data); @@ -321,11 +323,11 @@ void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) { } } -void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) { play->pathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data); } -void Scene_CommandTransitionActorEntryList(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); } @@ -334,23 +336,23 @@ void TransitionActor_InitContext(GameState* state, TransitionActorContext* trans transiActorCtx->numActors = 0; } -void Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) { play->envCtx.numLightSettings = cmd->lightSettingList.length; play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data); } -void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) { play->skyboxId = cmd->skyboxSettings.skyboxId; play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig; play->envCtx.lightMode = cmd->skyboxSettings.envLightMode; } -void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) { play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled; play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled; } -void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) { if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) { gSaveContext.skyboxTime = gSaveContext.save.dayTime = ((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000); @@ -387,7 +389,7 @@ void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) { } } -void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) { s8 x = cmd->windSettings.x; s8 y = cmd->windSettings.y; s8 z = cmd->windSettings.z; @@ -399,14 +401,14 @@ void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) { play->envCtx.windSpeed = cmd->windSettings.unk_07; } -void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandExitList(PlayState* play, SceneCmd* cmd) { play->exitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data); } -void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) { } -void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) { play->sequenceCtx.seqId = cmd->soundSettings.seqId; play->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId; @@ -415,22 +417,17 @@ void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) { } } -void Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) { play->roomCtx.curRoom.echo = cmd->echoSettings.echo; } -void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) { - s32 pad; - SceneCmd* altHeader; - +BAD_RETURN(s32) Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) { PRINTF("\n[ZU]sceneset age =[%X]", ((void)0, gSaveContext.save.linkAge)); PRINTF("\n[ZU]sceneset time =[%X]", ((void)0, gSaveContext.save.cutsceneIndex)); PRINTF("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneLayer)); if (gSaveContext.sceneLayer != 0) { - altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1]; - - if (1) {} + SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1]; if (altHeader != NULL) { Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader)); @@ -441,7 +438,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) { if (gSaveContext.sceneLayer == SCENE_LAYER_ADULT_NIGHT) { // Due to the condition above, this is equivalent to accessing altHeaders[SCENE_LAYER_ADULT_DAY - 1] - altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL( + SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL( cmd->altHeaders .data))[(gSaveContext.sceneLayer - SCENE_LAYER_ADULT_NIGHT) + SCENE_LAYER_ADULT_DAY - 1]; @@ -457,13 +454,12 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) { } } -void Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) { PRINTF("\ngame_play->demo_play.data=[%x]", play->csCtx.script); play->csCtx.script = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data); } -// Camera & World Map Area -void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) { +BAD_RETURN(s32) Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) { R_SCENE_CAM_TYPE = cmd->miscSettings.sceneCamType; gSaveContext.worldMapArea = cmd->miscSettings.area; @@ -476,9 +472,9 @@ void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) { if (((play->sceneId >= SCENE_HYRULE_FIELD) && (play->sceneId <= SCENE_OUTSIDE_GANONS_CASTLE)) || ((play->sceneId >= SCENE_MARKET_ENTRANCE_DAY) && (play->sceneId <= SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS))) { if (gSaveContext.save.cutsceneIndex < 0xFFF0) { - gSaveContext.save.info.worldMapAreaData |= gBitFlags[gSaveContext.worldMapArea]; + gSaveContext.save.info.worldMapAreaData |= gBitFlags[((void)0, gSaveContext.worldMapArea)]; PRINTF("000 area_arrival=%x (%d)\n", gSaveContext.save.info.worldMapAreaData, - gSaveContext.worldMapArea); + ((void)0, gSaveContext.worldMapArea)); } } } @@ -503,7 +499,7 @@ void Scene_SetTransitionForNextEntrance(PlayState* play) { play->transitionType = ENTRANCE_INFO_START_TRANS_TYPE(gEntranceTable[entranceIndex].field); } -void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*) = { +SceneCmdHandlerFunc gSceneCmdHandlers[SCENE_CMD_ID_MAX] = { Scene_CommandPlayerEntryList, // SCENE_CMD_ID_SPAWN_LIST Scene_CommandActorEntryList, // SCENE_CMD_ID_ACTOR_LIST Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2