mm/include/z64scene.h
mzxrules 2c680efa91
z_map decompiled (#1032)
* First batch of functions

* more ok

* z_map_data OK

* More OKs, MinimapList ZAPD breaking change

* func_80103A58 improvements, more OK

* func_80106D5C and func_801091F0 decomped

* func_801031D0 decomped and some fixes

* house cleaning, more OKs more decomp

* Even more OKs

* func_80105C40 almost OK, more OKs

* func_80108AF8 OK and more

* All functions attempted

* func_8010534C OK

* Start documentation, rename DoorCtx

* More OKs, split map_data.data, more doc

* incremental clean-up, more function names

* more function names

* func_801068FC OK

* old uncommitted changes

* minor tweaks

* implement easy fixes

* more fixes

* z_map_disp OK, implement more suggestions

* delete utility program

* migrate data

* TransiActor ->TransitionActor

* Major documentation pass

* first pass of changes

* warning fix attempt, revert ZFile.cpp

* Fix FAKE match

* Easy fixes

* implement gDPLoadTextureBlock_Runtime

* z_demo bss patch

* Extract white square texture

* Implement more suggestions

* rework MapIndex/DungeonIndex

* revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions

* more suggestions

* minor nits

* fix #include
2024-06-20 18:21:37 -07:00

985 lines
34 KiB
C

#ifndef Z64SCENE_H
#define Z64SCENE_H
#include "ultra64.h"
#include "z64cutscene.h"
#include "z64dma.h"
#include "z64path.h"
#include "unk.h"
struct GameState;
struct PlayState;
#define ROOM_MAX 32 // maximum number of rooms in a scene
#define ROOM_TRANSITION_MAX 48 // maximum number of transition actors in a scene
#define SPAWN_ROT_FLAGS(rotation, flags) (((rotation) << 7) | (flags))
#define ROOM_DRAW_OPA (1 << 0)
#define ROOM_DRAW_XLU (1 << 1)
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ u32 data2;
} SCmdBase; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdSpawnList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdActorList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdCsCameraList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdColHeader; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdRoomList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[2];
/* 0x4 */ s8 west;
/* 0x5 */ s8 vertical;
/* 0x6 */ s8 south;
/* 0x7 */ u8 clothIntensity;
} SCmdWindSettings; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdEntranceList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 naviQuestHintFileId;
/* 0x4 */ u32 subKeepId;
} SCmdSpecialFiles; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 gpFlag1;
/* 0x4 */ u32 gpFlag2;
} SCmdRoomBehavior; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdMesh; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdObjectList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdLightList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdPathList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdTransitionActorList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdLightSettingList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u8 hour;
/* 0x5 */ u8 min;
/* 0x6 */ u8 timeSpeed;
} SCmdTimeSettings; // size = 0x7
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u8 skyboxId;
/* 0x5 */ u8 skyboxConfig;
/* 0x6 */ u8 envLightMode;
} SCmdSkyboxSettings; // size = 0x7
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u8 unk4;
/* 0x5 */ u8 unk5;
} SCmdSkyboxDisables; // size = 0x6
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdExitList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ u32 data2;
} SCmdEndMarker; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 specId;
/* 0x2 */ UNK_TYPE1 unk_02[4];
/* 0x6 */ u8 ambienceId;
/* 0x7 */ u8 seqId;
} SCmdSoundSettings; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x2 */ UNK_TYPE1 unk_02[5];
/* 0x7 */ u8 echo;
} SCmdEchoSettings; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdCutsceneData; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 scriptListCount;
/* 0x4 */ void* segment;
} SCmdCsScriptList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdAltHeaders; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ UNK_TYPE1 pad[7];
} SCmdRegionVisited; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdTextureAnimations; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdCutsceneList; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 data1;
/* 0x4 */ void* segment;
} SCmdMapData; // size = 0x8
typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdMapDataChests; // size = 0x8
typedef enum {
/* 0 */ ROOM_SHAPE_TYPE_NORMAL,
/* 1 */ ROOM_SHAPE_TYPE_IMAGE,
/* 2 */ ROOM_SHAPE_TYPE_CULLABLE,
/* 3 */ ROOM_SHAPE_TYPE_NONE,
/* 4 */ ROOM_SHAPE_TYPE_MAX
} RoomShapeType;
typedef struct {
/* 0x0 */ u8 type;
} RoomShapeBase; // size = 0x1
typedef struct {
/* 0x0 */ Gfx* opa;
/* 0x4 */ Gfx* xlu;
} RoomShapeDListsEntry; // size = 0x8
typedef struct {
/* 0x0 */ RoomShapeBase base;
/* 0x1 */ u8 numEntries;
/* 0x4 */ RoomShapeDListsEntry* entries;
/* 0x8 */ RoomShapeDListsEntry* entriesEnd;
} RoomShapeNormal; // size = 0xC
typedef enum {
/* 1 */ ROOM_SHAPE_IMAGE_AMOUNT_SINGLE = 1,
/* 2 */ ROOM_SHAPE_IMAGE_AMOUNT_MULTI
} RoomShapeImageAmountType;
typedef struct {
/* 0x0 */ RoomShapeBase base;
/* 0x1 */ u8 amountType; // uses `RoomShapeImageAmountType`
/* 0x4 */ RoomShapeDListsEntry* entry;
} RoomShapeImageBase; // size = 0x8
typedef struct {
/* 0x00 */ RoomShapeImageBase base;
/* 0x08 */ void* source;
/* 0x0C */ u32 unk_0C;
/* 0x10 */ void* tlut;
/* 0x14 */ u16 width;
/* 0x16 */ u16 height;
/* 0x18 */ u8 fmt;
/* 0x19 */ u8 siz;
/* 0x1A */ u16 tlutMode;
/* 0x1C */ u16 tlutCount;
} RoomShapeImageSingle; // size = 0x20
typedef struct {
/* 0x00 */ u16 unk_00;
/* 0x02 */ u8 bgCamIndex; // the bg cam index this entry is for
/* 0x04 */ void* source;
/* 0x08 */ u32 unk_0C;
/* 0x0C */ void* tlut;
/* 0x10 */ u16 width;
/* 0x12 */ u16 height;
/* 0x14 */ u8 fmt;
/* 0x15 */ u8 siz;
/* 0x16 */ u16 tlutMode;
/* 0x18 */ u16 tlutCount;
} RoomShapeImageMultiBgEntry; // size = 0x1C
typedef struct {
/* 0x0 */ RoomShapeImageBase base;
/* 0x8 */ u8 numBackgrounds;
/* 0xC */ RoomShapeImageMultiBgEntry* backgrounds;
} RoomShapeImageMulti; // size = 0x10
typedef struct {
/* 0x0 */ Vec3s boundsSphereCenter;
/* 0x6 */ s16 boundsSphereRadius;
/* 0x8 */ Gfx* opa;
/* 0xC */ Gfx* xlu;
} RoomShapeCullableEntry; // size = 0x10
typedef struct {
/* 0x0 */ RoomShapeBase base;
/* 0x1 */ u8 numEntries;
/* 0x4 */ RoomShapeCullableEntry* entries;
/* 0x8 */ RoomShapeCullableEntry* entriesEnd;
} RoomShapeCullable; // size = 0xC
typedef union {
RoomShapeBase base;
RoomShapeNormal normal;
union {
RoomShapeImageBase base;
RoomShapeImageSingle single;
RoomShapeImageMulti multi;
} image;
RoomShapeCullable cullable;
} RoomShape; // "Ground Shape"
// TODO: Check which ones don't exist
typedef enum {
/* 0 */ ROOM_BEHAVIOR_TYPE1_0,
/* 1 */ ROOM_BEHAVIOR_TYPE1_1,
/* 2 */ ROOM_BEHAVIOR_TYPE1_2,
/* 3 */ ROOM_BEHAVIOR_TYPE1_3, // unused
/* 4 */ ROOM_BEHAVIOR_TYPE1_4,
/* 5 */ ROOM_BEHAVIOR_TYPE1_5
} RoomBehaviorType1;
typedef enum {
/* 0 */ ROOM_BEHAVIOR_TYPE2_0,
/* 1 */ ROOM_BEHAVIOR_TYPE2_1,
/* 2 */ ROOM_BEHAVIOR_TYPE2_2,
/* 3 */ ROOM_BEHAVIOR_TYPE2_HOT,
/* 4 */ ROOM_BEHAVIOR_TYPE2_4,
/* 5 */ ROOM_BEHAVIOR_TYPE2_5,
/* 6 */ ROOM_BEHAVIOR_TYPE2_6
} RoomBehaviorType2;
typedef struct {
/* 0x00 */ s8 num;
/* 0x01 */ u8 unk1;
/* 0x02 */ u8 behaviorType2;
/* 0x03 */ u8 behaviorType1;
/* 0x04 */ s8 echo;
/* 0x05 */ u8 lensMode;
/* 0x06 */ u8 enablePosLights;
/* 0x07 */ UNK_TYPE1 pad7[0x1];
/* 0x08 */ RoomShape* roomShape;
/* 0x0C */ void* segment;
/* 0x10 */ UNK_TYPE1 pad10[0x4];
} Room; // size = 0x14
typedef struct RoomContext {
/* 0x00 */ Room curRoom;
/* 0x14 */ Room prevRoom;
/* 0x28 */ void* roomMemPages[2]; // In a scene with transitions, roomMemory is split between two pages that toggle each transition. This is one continuous range, as the second page allocates from the end
/* 0x30 */ u8 activeMemPage; // 0 - First page in memory, 1 - Second page
/* 0x31 */ s8 status;
/* 0x32 */ UNK_TYPE1 pad32[0x2];
/* 0x34 */ void* activeRoomVram;
/* 0x38 */ DmaRequest dmaRequest;
/* 0x58 */ OSMesgQueue loadQueue;
/* 0x70 */ OSMesg loadMsg[1];
/* 0x74 */ void* unk74;
/* 0x78 */ s8 unk78;
/* 0x79 */ s8 unk79;
/* 0x7A */ UNK_TYPE2 unk7A[3];
} RoomContext; // size = 0x80
typedef void(*RoomDrawHandler)(struct PlayState* play, Room* room, u32 flags);
typedef struct TransitionActorEntry {
struct {
s8 room; // Room to switch to
s8 bgCamIndex; // How the camera reacts during the transition. -2 for spiral staircase. -1 for generic door. 0+ will index scene CamData
} /* 0x0 */ sides[2]; // 0 = front, 1 = back
/* 0x4 */ s16 id;
/* 0x6 */ Vec3s pos;
/* 0xC */ s16 rotY;
/* 0xE */ u16 params;
} TransitionActorEntry; // size = 0x10
typedef struct {
/* 0x0 */ u8 count;
/* 0x4 */ TransitionActorEntry* list;
} TransitionActorList; // size = 0x8
typedef struct {
/* 0x0 */ s16 id;
/* 0x2 */ Vec3s pos;
/* 0x8 */ Vec3s rot;
/* 0xE */ s16 params;
} ActorEntry; // size = 0x10
typedef struct {
/* 0x0 */ u8 spawn;
/* 0x1 */ u8 room;
} EntranceEntry; // size = 0x2
typedef struct {
/* 0x0 */ s8 sceneId;
/* 0x1 */ s8 spawnNum;
/* 0x2 */ u16 flags;
} EntranceTableEntry; // size = 0x4
typedef struct {
/* 0x0 */ u32 tableCount : 8; // unused
/* 0x4 */ EntranceTableEntry** table;
/* 0x8 */ char* name; // unused
} SceneEntranceTableEntry; // size = 0xC
typedef struct {
/* 0x00 */ s16 id; // Negative ids mean that the object is unloaded
/* 0x02 */ UNK_TYPE1 pad2[0x2];
/* 0x04 */ void* segment;
/* 0x08 */ DmaRequest dmaReq;
/* 0x28 */ OSMesgQueue loadQueue;
/* 0x40 */ OSMesg loadMsg;
} ObjectEntry; // size = 0x44
typedef struct {
/* 0x0 */ RomFile segment;
/* 0x8 */ u16 titleTextId;
/* 0xA */ u8 unk_A;
/* 0xB */ u8 drawConfig;
/* 0xC */ u8 unk_C;
/* 0xD */ u8 unk_D;
} SceneTableEntry; // size = 0x10
typedef struct {
/* 0x0 */ u8 r;
/* 0x1 */ u8 g;
/* 0x2 */ u8 b;
/* 0x3 */ u8 a;
/* 0x4 */ u8 lodFrac;
} F3DPrimColor; // size = 0x5
typedef struct {
/* 0x0 */ u8 r;
/* 0x1 */ u8 g;
/* 0x2 */ u8 b;
/* 0x3 */ u8 a;
} F3DEnvColor; // size = 0x4
typedef struct {
/* 0x0 */ u16 keyFrameLength;
/* 0x2 */ u16 keyFrameCount;
/* 0x4 */ F3DPrimColor* primColors;
/* 0x8 */ F3DEnvColor* envColors;
/* 0xC */ u16* keyFrames;
} AnimatedMatColorParams; // size = 0x10
typedef struct {
/* 0x0 */ s8 xStep;
/* 0x1 */ s8 yStep;
/* 0x2 */ u8 width;
/* 0x3 */ u8 height;
} AnimatedMatTexScrollParams; // size = 0x4
typedef struct {
/* 0x0 */ u16 keyFrameLength;
/* 0x4 */ TexturePtr* textureList;
/* 0x8 */ u8* textureIndexList;
} AnimatedMatTexCycleParams; // size = 0xC
typedef struct {
/* 0x0 */ s8 segment;
/* 0x2 */ s16 type;
/* 0x4 */ void* params;
} AnimatedMaterial; // size = 0x8
#define OBJECT_SLOT_NONE -1
typedef struct {
/* 0x000 */ void* spaceStart;
/* 0x004 */ void* spaceEnd;
/* 0x008 */ u8 numEntries; // total amount of used entries
/* 0x009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room)
/* 0x00A */ u8 mainKeepSlot; // "gameplay_keep" slot
/* 0x00B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot
/* 0x00C */ ObjectEntry slots[35];
} ObjectContext; // size = 0x958
typedef struct {
/* 0x0 */ u16 mapId;
/* 0x2 */ s16 centerX;
/* 0x4 */ s16 floorY;
/* 0x6 */ s16 centerZ;
/* 0x8 */ u16 flags;
} MapDataRoom; // size = 0xA
#define MAP_DATA_NO_MAP 0xFFFF
#define MAP_DATA_ROOM_FLIP_X 1
#define MAP_DATA_ROOM_FLIP_Y 2
#define MAP_DATA_ROOM_GET_EXTRA_STOREYS(mapDataRoom) ((((mapDataRoom)->flags) >> 2) & 7)
typedef struct {
/* 0x0 */ MapDataRoom* rooms;
/* 0x4 */ s16 scale;
} MapDataScene; // size = 0x8
typedef struct {
/* 0x0 */ s16 room;
/* 0x2 */ s16 chestFlagId;
/* 0x4 */ s16 x;
/* 0x6 */ s16 y;
/* 0x8 */ s16 z;
} MapDataChest; // size = 0xA
// TODO: ZAPD updates
typedef SCmdMapData SCmdMinimapSettings;
typedef SCmdMapDataChests SCmdMinimapChests;
typedef MapDataRoom MinimapEntry;
typedef MapDataScene MinimapList;
typedef MapDataChest MinimapChest;
typedef SCmdTransitionActorList SCmdTransiActorList;
// TODO: consider merging with bgCamInfo?
typedef struct {
/* 0x0 */ s16 setting; // camera setting described by CameraSettingType enum
/* 0x2 */ s16 count;
/* 0x4 */ Vec3s* actorCsCamFuncData; // s16 data grouped in threes
} ActorCsCamInfo; // size = 0x8
typedef union {
/* Command: N/A */ SCmdBase base;
/* Command: 0x00 */ SCmdSpawnList spawnList;
/* Command: 0x01 */ SCmdActorList actorList;
/* Command: 0x02 */ SCmdCsCameraList actorCsCamList;
/* Command: 0x03 */ SCmdColHeader colHeader;
/* Command: 0x04 */ SCmdRoomList roomList;
/* Command: 0x05 */ SCmdWindSettings windSettings;
/* Command: 0x06 */ SCmdEntranceList entranceList;
/* Command: 0x07 */ SCmdSpecialFiles specialFiles;
/* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
/* Command: 0x09 */ // Unused
/* Command: 0x0A */ SCmdMesh mesh;
/* Command: 0x0B */ SCmdObjectList objectList;
/* Command: 0x0C */ SCmdLightList lightList;
/* Command: 0x0D */ SCmdPathList pathList;
/* Command: 0x0E */ SCmdTransitionActorList transitionActorList;
/* Command: 0x0F */ SCmdLightSettingList lightSettingList;
/* Command: 0x10 */ SCmdTimeSettings timeSettings;
/* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
/* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
/* Command: 0x13 */ SCmdExitList exitList;
/* Command: 0x14 */ SCmdEndMarker endMarker;
/* Command: 0x15 */ SCmdSoundSettings soundSettings;
/* Command: 0x16 */ SCmdEchoSettings echoSettings;
/* Command: 0x17 */ SCmdCsScriptList scriptList;
/* Command: 0x18 */ SCmdAltHeaders altHeaders;
/* Command: 0x19 */ SCmdRegionVisited regionVisited;
/* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
/* Command: 0x1B */ SCmdCutsceneList cutsceneList;
/* Command: 0x1C */ SCmdMapData mapData;
/* Command: 0x1D */ // Unused
/* Command: 0x1E */ SCmdMapDataChests mapDataChests;
} SceneCmd; // size = 0x8
// Sets cursor point options on the world map
typedef enum RegionId {
/* -1 */ REGION_NONE = -1,
/* 0x0 */ REGION_GREAT_BAY,
/* 0x1 */ REGION_ZORA_HALL,
/* 0x2 */ REGION_ROMANI_RANCH,
/* 0x3 */ REGION_DEKU_PALACE,
/* 0x4 */ REGION_WOODFALL,
/* 0x5 */ REGION_CLOCK_TOWN,
/* 0x6 */ REGION_SNOWHEAD,
/* 0x7 */ REGION_IKANA_GRAVEYARD,
/* 0x8 */ REGION_IKANA_CANYON,
/* 0x9 */ REGION_GORON_VILLAGE,
/* 0xA */ REGION_STONE_TOWER,
/* 0xB */ REGION_MAX
} RegionId;
// Sets warp points for owl statues
typedef enum OwlWarpId {
/* 0x0 */ OWL_WARP_GREAT_BAY_COAST,
/* 0x1 */ OWL_WARP_ZORA_CAPE,
/* 0x2 */ OWL_WARP_SNOWHEAD,
/* 0x3 */ OWL_WARP_MOUNTAIN_VILLAGE,
/* 0x4 */ OWL_WARP_CLOCK_TOWN,
/* 0x5 */ OWL_WARP_MILK_ROAD,
/* 0x6 */ OWL_WARP_WOODFALL,
/* 0x7 */ OWL_WARP_SOUTHERN_SWAMP,
/* 0x8 */ OWL_WARP_IKANA_CANYON,
/* 0x9 */ OWL_WARP_STONE_TOWER,
/* 0xA */ OWL_WARP_ENTRANCE, // Special index for warping to the entrance of a scene
/* 0xB */ OWL_WARP_MAX,
/* 0xFF */ OWL_WARP_NONE = 0xFF
} OwlWarpId;
// Sets cloud visibility on the world map
typedef enum TingleMapId {
/* 0 */ TINGLE_MAP_CLOCK_TOWN,
/* 1 */ TINGLE_MAP_WOODFALL,
/* 2 */ TINGLE_MAP_SNOWHEAD,
/* 3 */ TINGLE_MAP_ROMANI_RANCH,
/* 4 */ TINGLE_MAP_GREAT_BAY,
/* 5 */ TINGLE_MAP_STONE_TOWER,
/* 6 */ TINGLE_MAP_MAX
} TingleMapId;
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags) enumValue,
#define DEFINE_SCENE_UNSET(enumValue) enumValue,
typedef enum SceneId {
#include "tables/scene_table.h"
/* 0x71 */ SCENE_MAX
} SceneId;
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
typedef enum {
/* 0x00 */ ENTR_SCENE_MAYORS_RESIDENCE,
/* 0x01 */ ENTR_SCENE_MAJORAS_LAIR,
/* 0x02 */ ENTR_SCENE_MAGIC_HAGS_POTION_SHOP,
/* 0x03 */ ENTR_SCENE_RANCH_HOUSE,
/* 0x04 */ ENTR_SCENE_HONEY_AND_DARLINGS_SHOP,
/* 0x05 */ ENTR_SCENE_BENEATH_THE_GRAVERYARD,
/* 0x06 */ ENTR_SCENE_SOUTHERN_SWAMP_CLEARED,
/* 0x07 */ ENTR_SCENE_CURIOSITY_SHOP,
/* 0x08 */ ENTR_SCENE_UNSET_08,
/* 0x09 */ ENTR_SCENE_UNSET_09,
/* 0x0A */ ENTR_SCENE_GROTTOS,
/* 0x0B */ ENTR_SCENE_UNSET_0B,
/* 0x0C */ ENTR_SCENE_UNSET_0C,
/* 0x0D */ ENTR_SCENE_UNSET_0D,
/* 0x0E */ ENTR_SCENE_CUTSCENE,
/* 0x0F */ ENTR_SCENE_UNSET_0F,
/* 0x10 */ ENTR_SCENE_IKANA_CANYON,
/* 0x11 */ ENTR_SCENE_PIRATES_FORTRESS,
/* 0x12 */ ENTR_SCENE_MILK_BAR,
/* 0x13 */ ENTR_SCENE_STONE_TOWER_TEMPLE,
/* 0x14 */ ENTR_SCENE_TREASURE_CHEST_SHOP,
/* 0x15 */ ENTR_SCENE_STONE_TOWER_TEMPLE_INVERTED,
/* 0x16 */ ENTR_SCENE_CLOCK_TOWER_ROOFTOP,
/* 0x17 */ ENTR_SCENE_OPENING_DUNGEON,
/* 0x18 */ ENTR_SCENE_WOODFALL_TEMPLE,
/* 0x19 */ ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE,
/* 0x1A */ ENTR_SCENE_IKANA_CASTLE,
/* 0x1B */ ENTR_SCENE_DEKU_SCRUB_PLAYGROUND,
/* 0x1C */ ENTR_SCENE_ODOLWAS_LAIR,
/* 0x1D */ ENTR_SCENE_TOWN_SHOOTING_GALLERY,
/* 0x1E */ ENTR_SCENE_SNOWHEAD_TEMPLE,
/* 0x1F */ ENTR_SCENE_MILK_ROAD,
/* 0x20 */ ENTR_SCENE_PIRATES_FORTRESS_INTERIOR,
/* 0x21 */ ENTR_SCENE_SWAMP_SHOOTING_GALLERY,
/* 0x22 */ ENTR_SCENE_PINNACLE_ROCK,
/* 0x23 */ ENTR_SCENE_FAIRY_FOUNTAIN,
/* 0x24 */ ENTR_SCENE_SWAMP_SPIDER_HOUSE,
/* 0x25 */ ENTR_SCENE_OCEANSIDE_SPIDER_HOUSE,
/* 0x26 */ ENTR_SCENE_ASTRAL_OBSERVATORY,
/* 0x27 */ ENTR_SCENE_MOON_DEKU_TRIAL,
/* 0x28 */ ENTR_SCENE_DEKU_PALACE,
/* 0x29 */ ENTR_SCENE_MOUNTAIN_SMITHY,
/* 0x2A */ ENTR_SCENE_TERMINA_FIELD,
/* 0x2B */ ENTR_SCENE_POST_OFFICE,
/* 0x2C */ ENTR_SCENE_MARINE_RESEARCH_LAB,
/* 0x2D */ ENTR_SCENE_DAMPES_HOUSE,
/* 0x2E */ ENTR_SCENE_UNSET_2E,
/* 0x2F */ ENTR_SCENE_GORON_SHRINE,
/* 0x30 */ ENTR_SCENE_ZORA_HALL,
/* 0x31 */ ENTR_SCENE_TRADING_POST,
/* 0x32 */ ENTR_SCENE_ROMANI_RANCH,
/* 0x33 */ ENTR_SCENE_TWINMOLDS_LAIR,
/* 0x34 */ ENTR_SCENE_GREAT_BAY_COAST,
/* 0x35 */ ENTR_SCENE_ZORA_CAPE,
/* 0x36 */ ENTR_SCENE_LOTTERY_SHOP,
/* 0x37 */ ENTR_SCENE_UNSET_37,
/* 0x38 */ ENTR_SCENE_PIRATES_FORTRESS_EXTERIOR,
/* 0x39 */ ENTR_SCENE_FISHERMANS_HUT,
/* 0x3A */ ENTR_SCENE_GORON_SHOP,
/* 0x3B */ ENTR_SCENE_DEKU_KINGS_CHAMBER,
/* 0x3C */ ENTR_SCENE_MOON_GORON_TRIAL,
/* 0x3D */ ENTR_SCENE_ROAD_TO_SOUTHERN_SWAMP,
/* 0x3E */ ENTR_SCENE_DOGGY_RACETRACK,
/* 0x3F */ ENTR_SCENE_CUCCO_SHACK,
/* 0x40 */ ENTR_SCENE_IKANA_GRAVEYARD,
/* 0x41 */ ENTR_SCENE_GOHTS_LAIR,
/* 0x42 */ ENTR_SCENE_SOUTHERN_SWAMP_POISONED,
/* 0x43 */ ENTR_SCENE_WOODFALL,
/* 0x44 */ ENTR_SCENE_MOON_ZORA_TRIAL,
/* 0x45 */ ENTR_SCENE_GORON_VILLAGE_SPRING,
/* 0x46 */ ENTR_SCENE_GREAT_BAY_TEMPLE,
/* 0x47 */ ENTR_SCENE_WATERFALL_RAPIDS,
/* 0x48 */ ENTR_SCENE_BENEATH_THE_WELL,
/* 0x49 */ ENTR_SCENE_ZORA_HALL_ROOMS,
/* 0x4A */ ENTR_SCENE_GORON_VILLAGE_WINTER,
/* 0x4B */ ENTR_SCENE_GORON_GRAVERYARD,
/* 0x4C */ ENTR_SCENE_SAKONS_HIDEOUT,
/* 0x4D */ ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER,
/* 0x4E */ ENTR_SCENE_GHOST_HUT,
/* 0x4F */ ENTR_SCENE_DEKU_SHRINE,
/* 0x50 */ ENTR_SCENE_ROAD_TO_IKANA,
/* 0x51 */ ENTR_SCENE_SWORDMANS_SCHOOL,
/* 0x52 */ ENTR_SCENE_MUSIC_BOX_HOUSE,
/* 0x53 */ ENTR_SCENE_IGOS_DU_IKANAS_LAIR,
/* 0x54 */ ENTR_SCENE_TOURIST_INFORMATION,
/* 0x55 */ ENTR_SCENE_STONE_TOWER,
/* 0x56 */ ENTR_SCENE_STONE_TOWER_INVERTED,
/* 0x57 */ ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING,
/* 0x58 */ ENTR_SCENE_PATH_TO_SNOWHEAD,
/* 0x59 */ ENTR_SCENE_SNOWHEAD,
/* 0x5A */ ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER,
/* 0x5B */ ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING,
/* 0x5C */ ENTR_SCENE_GYORGS_LAIR,
/* 0x5D */ ENTR_SCENE_SECRET_SHRINE,
/* 0x5E */ ENTR_SCENE_STOCK_POT_INN,
/* 0x5F */ ENTR_SCENE_GREAT_BAY_CUTSCENE,
/* 0x60 */ ENTR_SCENE_CLOCK_TOWER_INTERIOR,
/* 0x61 */ ENTR_SCENE_WOODS_OF_MYSTERY,
/* 0x62 */ ENTR_SCENE_LOST_WOODS,
/* 0x63 */ ENTR_SCENE_MOON_LINK_TRIAL,
/* 0x64 */ ENTR_SCENE_THE_MOON,
/* 0x65 */ ENTR_SCENE_BOMB_SHOP,
/* 0x66 */ ENTR_SCENE_GIANTS_CHAMBER,
/* 0x67 */ ENTR_SCENE_GORMAN_TRACK,
/* 0x68 */ ENTR_SCENE_GORON_RACETRACK,
/* 0x69 */ ENTR_SCENE_EAST_CLOCK_TOWN,
/* 0x6A */ ENTR_SCENE_WEST_CLOCK_TOWN,
/* 0x6B */ ENTR_SCENE_NORTH_CLOCK_TOWN,
/* 0x6C */ ENTR_SCENE_SOUTH_CLOCK_TOWN,
/* 0x6D */ ENTR_SCENE_LAUNDRY_POOL,
/* 0x6E */ ENTR_SCENE_MAX
} EntranceSceneId;
/*
* 0xFE00: Index into sSceneEntranceTable (Scene)
* 0x01F0: Index into the scenes specific entrance table (Spawn)
* 0x000F: Index into the specific entrance table (Layer), stored seperately in sceneLayer
*/
#define ENTRANCE(scene, spawn) ((((ENTR_SCENE_##scene) & 0x7F) << 9) | (((spawn) & 0x1F) << 4))
#define ENTR_LOAD_OPENING -1
/*
* Entrances used in cutscene destination. Includes scene layer that's immediately applied to `nextCutsceneIndex` and removed.
* See `CutsceneScriptEntry.nextEntrance`
* 0xFE00: Index into sSceneEntranceTable (Scene)
* 0x01F0: Index into the scenes specific entrance table (Spawn)
* 0x000F: Index into the specific entrance table (Layer)
*/
#define CS_ENTRANCE(scene, spawn, layer) ((((ENTR_SCENE_##scene) & 0x7F) << 9) | (((spawn) & 0x1F) << 4) | ((layer) & 0xF))
// SceneTableEntry draw configs
typedef enum {
/* 0 */ SCENE_DRAW_CFG_DEFAULT,
/* 1 */ SCENE_DRAW_CFG_MAT_ANIM,
/* 2 */ SCENE_DRAW_CFG_NOTHING,
/* 3 */ SCENE_DRAW_CFG_UNUSED_3,
/* 4 */ SCENE_DRAW_CFG_UNUSED_4,
/* 5 */ SCENE_DRAW_CFG_UNUSED_5,
/* 6 */ SCENE_DRAW_CFG_GREAT_BAY_TEMPLE,
/* 7 */ SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP
} SceneDrawConfigIds;
// TODO: make ZAPD use this enum for `SCENE_CMD_SPECIAL_FILES`
// Leftover from OoT
typedef enum {
/* 0 */ NAVI_QUEST_HINTS_NONE,
/* 1 */ NAVI_QUEST_HINTS_OVERWORLD,
/* 2 */ NAVI_QUEST_HINTS_DUNGEON
} NaviQuestHintFileId;
// SceneTableEntry commands
typedef enum {
/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
/* 0x02 */ SCENE_CMD_ID_ACTOR_CUTSCENE_CAM_LIST,
/* 0x03 */ SCENE_CMD_ID_COL_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_UNK_09,
/* 0x0A */ SCENE_CMD_ID_ROOM_SHAPE,
/* 0x0B */ SCENE_CMD_ID_OBJECT_LIST,
/* 0x0C */ SCENE_CMD_ID_LIGHT_LIST,
/* 0x0D */ SCENE_CMD_ID_PATH_LIST,
/* 0x0E */ SCENE_CMD_ID_TRANSI_ACTOR_LIST,
/* 0x0F */ SCENE_CMD_ID_ENV_LIGHT_SETTINGS,
/* 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_SCRIPT_LIST,
/* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST,
/* 0x19 */ SCENE_CMD_ID_SET_REGION_VISITED,
/* 0x1A */ SCENE_CMD_ID_ANIMATED_MATERIAL_LIST,
/* 0x1B */ SCENE_CMD_ID_ACTOR_CUTSCENE_LIST,
/* 0x1C */ SCENE_CMD_ID_MAP_DATA,
/* 0x1D */ SCENE_CMD_ID_UNUSED_1D,
/* 0x1E */ SCENE_CMD_ID_MAP_DATA_CHESTS,
/* 0x1F */ SCENE_CMD_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_ACTOR_CUTSCENE_CAM_LIST(numCams, camList) \
{ SCENE_CMD_ID_ACTOR_CUTSCENE_CAM_LIST, numCams, CMD_PTR(camList) }
#define SCENE_CMD_COL_HEADER(colHeader) \
{ SCENE_CMD_ID_COL_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(naviQuestHintFileId, keepObjectId) \
{ SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, CMD_W(keepObjectId) }
#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, curRoomUnk5, msgCtxunk12044, enablePosLights, \
kankyoContextUnkE2) \
{ \
SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
curRoomUnk2 | _SHIFTL(curRoomUnk5, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | \
_SHIFTL(enablePosLights, 11, 1) | _SHIFTL(kankyoContextUnkE2, 12, 1) \
}
#define SCENE_CMD_UNK_09() \
{ SCENE_CMD_ID_UNK_09, 0, CMD_W(0) }
#define SCENE_CMD_ROOM_SHAPE(roomShape) \
{ SCENE_CMD_ID_ROOM_SHAPE, 0, CMD_PTR(roomShape) }
#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_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(numTransitionActors, actorList) \
{ SCENE_CMD_ID_TRANSI_ACTOR_LIST, numTransitionActors, CMD_PTR(actorList) }
#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
{ SCENE_CMD_ID_ENV_LIGHT_SETTINGS, 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(externalTextureFileId, skyboxId, weather, lightMode) \
{ SCENE_CMD_ID_SKYBOX_SETTINGS, externalTextureFileId, CMD_BBBB(skyboxId, weather, lightMode, 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, ambienceId, seqId) \
{ SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, ambienceId, seqId) }
#define SCENE_CMD_ECHO_SETTINGS(echo) \
{ SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) }
#define SCENE_CMD_CUTSCENE_SCRIPT_LIST(numEntries, scriptList) \
{ SCENE_CMD_ID_CUTSCENE_SCRIPT_LIST, numEntries, CMD_PTR(scriptList) }
#define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \
{ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) }
#define SCENE_CMD_SET_REGION_VISITED() \
{ SCENE_CMD_ID_SET_REGION_VISITED, 0, CMD_W(0) }
#define SCENE_CMD_ANIMATED_MATERIAL_LIST(matAnimList) \
{ SCENE_CMD_ID_ANIMATED_MATERIAL_LIST, 0, CMD_PTR(matAnimList) }
#define SCENE_CMD_ACTOR_CUTSCENE_LIST(numEntries, actorCutsceneList) \
{ SCENE_CMD_ID_ACTOR_CUTSCENE_LIST, numEntries, CMD_PTR(actorCutsceneList) }
#define SCENE_CMD_MAP_DATA(mapData) \
{ SCENE_CMD_ID_MAP_DATA, 0, CMD_PTR(mapData) }
#define SCENE_CMD_MAP_DATA_CHESTS(chestCount, chestInfo) \
{ SCENE_CMD_ID_MAP_DATA_CHESTS, chestCount, CMD_PTR(chestInfo) }
#define SCENE_CMD_MINIMAP_INFO SCENE_CMD_MAP_DATA
#define SCENE_CMD_MINIMAP_COMPASS_ICON_INFO SCENE_CMD_MAP_DATA_CHESTS
s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id);
void Object_InitContext(struct GameState* gameState, ObjectContext* objectCtx);
void Object_UpdateEntries(ObjectContext* objectCtx);
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
void Object_LoadAll(ObjectContext* objectCtx);
void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id);
void Scene_CommandSpawnList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandActorList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandActorCutsceneCamList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandCollisionHeader(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandRoomList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandEntranceList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandSpecialFiles(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandRoomBehavior(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandMesh(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandObjectList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandLightList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandPathList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandTransitionActorList(struct PlayState* play, SceneCmd* cmd);
void Scene_ResetTransitionActorList(GameState* gameState, TransitionActorList* transitionActors);
void Scene_CommandEnvLightSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_LoadAreaTextures(struct PlayState* play, s32 fileIndex);
void Scene_CommandSkyboxSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandSkyboxDisables(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandTimeSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandWindSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandExitList(struct PlayState* play, SceneCmd* cmd);
void Scene_Command09(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandSoundSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandEchoSetting(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandAltHeaderList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandCutsceneScriptList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandCutsceneList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandMapData(struct PlayState* play, SceneCmd* cmd);
void Scene_Command1D(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandMapDataChests(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandSetRegionVisitedFlag(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandAnimatedMaterials(struct PlayState* play, SceneCmd* cmd);
void Scene_SetExitFade(struct PlayState* play);
s32 Scene_ExecuteCommands(struct PlayState* play, SceneCmd* sceneCmd);
u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);
u16 Entrance_CreateFromSpawn(s32 spawn);
void Scene_Draw(struct PlayState* play);
void Scene_DrawConfigDefault(struct PlayState* play);
Gfx* AnimatedMat_TexScroll(struct PlayState* play, AnimatedMatTexScrollParams* params);
void AnimatedMat_DrawTexScroll(struct PlayState* play, s32 segment, void* params);
Gfx* AnimatedMat_TwoLayerTexScroll(struct PlayState* play, AnimatedMatTexScrollParams* params);
void AnimatedMat_DrawTwoTexScroll(struct PlayState* play, s32 segment, void* params);
void AnimatedMat_SetColor(struct PlayState* play, s32 segment, F3DPrimColor* primColorResult, F3DEnvColor* envColor);
void AnimatedMat_DrawColor(struct PlayState* play, s32 segment, void* params);
s32 AnimatedMat_Lerp(s32 min, s32 max, f32 norm);
void AnimatedMat_DrawColorLerp(struct PlayState* play, s32 segment, void* params);
f32 Scene_LagrangeInterp(s32 n, f32 x[], f32 fx[], f32 xp);
u8 Scene_LagrangeInterpColor(s32 n, f32 x[], f32 fx[], f32 xp);
void AnimatedMat_DrawColorNonLinearInterp(struct PlayState* play, s32 segment, void* params);
void AnimatedMat_DrawTexCycle(struct PlayState* play, s32 segment, void* params);
void AnimatedMat_DrawMain(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio, u32 step, u32 flags);
void AnimatedMat_Draw(struct PlayState* play, AnimatedMaterial* matAnim);
void AnimatedMat_DrawOpa(struct PlayState* play, AnimatedMaterial* matAnim);
void AnimatedMat_DrawXlu(struct PlayState* play, AnimatedMaterial* matAnim);
void AnimatedMat_DrawAlpha(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio);
void AnimatedMat_DrawAlphaOpa(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio);
void AnimatedMat_DrawAlphaXlu(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio);
void AnimatedMat_DrawStep(struct PlayState* play, AnimatedMaterial* matAnim, u32 step);
void AnimatedMat_DrawStepOpa(struct PlayState* play, AnimatedMaterial* matAnim, u32 step);
void AnimatedMat_DrawStepXlu(struct PlayState* play, AnimatedMaterial* matAnim, u32 step);
void AnimatedMat_DrawAlphaStep(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio, u32 step);
void AnimatedMat_DrawAlphaStepOpa(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio, u32 step);
void AnimatedMat_DrawAlphaStepXlu(struct PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio, u32 step);
void Scene_DrawConfigMatAnim(struct PlayState* play);
void Scene_DrawConfig3(struct PlayState* play);
void Scene_DrawConfig4(struct PlayState* play);
void Scene_DrawConfigDoNothing(struct PlayState* play);
void Scene_SetRenderModeXlu(struct PlayState* play, s32 index, u32 flags);
void Scene_SetCullFlag(struct PlayState* play, s32 index, u32 flags);
void Scene_DrawConfig5(struct PlayState* play);
void Scene_DrawConfigMatAnimManualStep(struct PlayState* play);
void Scene_DrawConfigGreatBayTemple(struct PlayState* play);
EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
s32 Entrance_GetSceneId(u16 entrance);
s32 Entrance_GetSceneIdAbsolute(u16 entrance);
s32 Entrance_GetSpawnNum(u16 entrance);
s32 Entrance_GetTransitionFlags(u16 entrance);
extern SceneTableEntry gSceneTable[SCENE_MAX];
#endif