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mirror of https://github.com/blawar/ooot.git synced 2024-06-25 22:09:34 +00:00
ooot/include/z64scene.h
2022-04-13 17:00:41 -04:00

784 lines
32 KiB
C

#pragma once
#include "command_macros_base.h"
#include "ultra64/types.h"
#include "z64dma.h"
#include "z64file.h"
#include "z64math.h"
union Gfx;
#pragma pack(push, 4)
struct SCmdBase
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ uintptr_t data2;
};
struct SCmdSpawnList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdActorList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdUnused02
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdColHeader
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdRoomList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdWindSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 x;
/* 0x05 */ u8 y;
/* 0x06 */ u8 z;
/* 0x07 */ u8 unk_07;
};
struct SCmdEntranceList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdSpecialFiles
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 cUpElfMsgNum;
/* 0x04 */ uintptr_t keepObjectId;
};
struct SCmdRoomBehavior
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 gpFlag1;
/* 0x04 */ uintptr_t gpFlag2;
};
struct SCmdMesh
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdObjectList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdLightList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdPathList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdTransiActorList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdLightSettingList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
};
struct SCmdTimeSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 hour;
/* 0x05 */ u8 min;
/* 0x06 */ u8 unk_06;
};
struct SCmdSkyboxSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 skyboxId;
/* 0x05 */ u8 unk_05;
/* 0x06 */ u8 unk_06;
};
struct SCmdSkyboxDisables
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 unk_04;
/* 0x05 */ u8 unk_05;
};
struct SCmdEndMarker
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ uintptr_t data2;
};
struct SCmdExitList
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdSoundSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 specId;
/* 0x02 */ char pad[4];
/* 0x06 */ u8 natureAmbienceId;
/* 0x07 */ u8 seqId;
};
struct SCmdEchoSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[5];
/* 0x07 */ u8 echo;
};
struct SCmdCutsceneData
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdAltHeaders
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
};
struct SCmdMiscSettings
{
/* 0x00 */ u8 code;
/* 0x01 */ u8 cameraMovement;
/* 0x04 */ uintptr_t area;
};
struct MeshHeaderBase
{
u8 headerType;
};
struct MeshHeader0
{
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
};
struct MeshEntry0
{
Gfx* opaqueDList;
Gfx* translucentDList;
};
struct MeshHeader1Base
{
MeshHeaderBase base;
u8 format;
Pointer entryRecord;
};
struct MeshHeader1Single
{
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
};
struct MeshHeader1Multi
{
MeshHeader1Base base;
u8 bgCnt;
void* bgRecordPtr;
};
struct BackgroundRecord
{
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
};
struct MeshEntry2
{
s16 playerXMax, playerZMax;
s16 playerXMin, playerZMin;
Gfx* opaqueDList;
Gfx* translucentDList;
};
struct MeshHeader2
{
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
};
struct LightSettings
{
/* 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;
}; // size = 0x16
struct Path
{
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ struct Vec3s* points; // Segment Address to the array of points
}; // size = 0x8
union SceneCmd
{
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;
}; // size = 0x8
enum SceneID
{
/* 0x00 */ SCENE_YDAN,
/* 0x01 */ SCENE_DDAN,
/* 0x02 */ SCENE_BDAN,
/* 0x03 */ SCENE_BMORI1, // Forest temple
/* 0x04 */ SCENE_HIDAN,
/* 0x05 */ SCENE_MIZUSIN,
/* 0x06 */ SCENE_JYASINZOU,
/* 0x07 */ SCENE_HAKADAN,
/* 0x08 */ SCENE_HAKADANCH,
/* 0x09 */ SCENE_ICE_DOUKUTO,
/* 0x0A */ SCENE_GANON,
/* 0x0B */ SCENE_MEN,
/* 0x0C */ SCENE_GERUDOWAY,
/* 0x0D */ SCENE_GANONTIKA,
/* 0x0E */ SCENE_GANON_SONOGO,
/* 0x0F */ SCENE_GANONTIKA_SONOGO,
/* 0x10 */ SCENE_TAKARAYA,
/* 0x11 */ SCENE_YDAN_BOSS,
/* 0x12 */ SCENE_DDAN_BOSS,
/* 0x13 */ SCENE_BDAN_BOSS,
/* 0x14 */ SCENE_MORIBOSSROOM,
/* 0x15 */ SCENE_FIRE_BS,
/* 0x16 */ SCENE_MIZUSIN_BS,
/* 0x17 */ SCENE_JYASINBOSS,
/* 0x18 */ SCENE_HAKADAN_BS,
/* 0x19 */ SCENE_GANON_BOSS,
/* 0x1A */ SCENE_GANON_FINAL,
/* 0x1B */ SCENE_ENTRA,
/* 0x1C */ SCENE_ENTRA_N,
/* 0x1D */ SCENE_ENRUI,
/* 0x1E */ SCENE_MARKET_ALLEY,
/* 0x1F */ SCENE_MARKET_ALLEY_N,
/* 0x20 */ SCENE_MARKET_DAY,
/* 0x21 */ SCENE_MARKET_NIGHT,
/* 0x22 */ SCENE_MARKET_RUINS,
/* 0x23 */ SCENE_SHRINE,
/* 0x24 */ SCENE_SHRINE_N,
/* 0x25 */ SCENE_SHRINE_R,
/* 0x26 */ SCENE_KOKIRI_HOME,
/* 0x27 */ SCENE_KOKIRI_HOME3,
/* 0x28 */ SCENE_KOKIRI_HOME4,
/* 0x29 */ SCENE_KOKIRI_HOME5,
/* 0x2A */ SCENE_KAKARIKO,
/* 0x2B */ SCENE_KAKARIKO3,
/* 0x2C */ SCENE_SHOP1,
/* 0x2D */ SCENE_KOKIRI_SHOP,
/* 0x2E */ SCENE_GOLON,
/* 0x2F */ SCENE_ZOORA,
/* 0x30 */ SCENE_DRAG,
/* 0x31 */ SCENE_ALLEY_SHOP,
/* 0x32 */ SCENE_NIGHT_SHOP,
/* 0x33 */ SCENE_FACE_SHOP,
/* 0x34 */ SCENE_LINK_HOME,
/* 0x35 */ SCENE_IMPA,
/* 0x36 */ SCENE_MALON_STABLE,
/* 0x37 */ SCENE_LABO,
/* 0x38 */ SCENE_HYLIA_LABO,
/* 0x39 */ SCENE_TENT,
/* 0x3A */ SCENE_HUT,
/* 0x3B */ SCENE_DAIYOUSEI_IZUMI,
/* 0x3C */ SCENE_YOUSEI_IZUMI_TATE,
/* 0x3D */ SCENE_YOUSEI_IZUMI_YOKO,
/* 0x3E */ SCENE_KAKUSIANA,
/* 0x3F */ SCENE_HAKAANA,
/* 0x40 */ SCENE_HAKAANA2,
/* 0x41 */ SCENE_HAKAANA_OUKE,
/* 0x42 */ SCENE_SYATEKIJYOU,
/* 0x43 */ SCENE_TOKINOMA,
/* 0x44 */ SCENE_KENJYANOMA,
/* 0x45 */ SCENE_HAIRAL_NIWA,
/* 0x46 */ SCENE_HAIRAL_NIWA_N,
/* 0x47 */ SCENE_HIRAL_DEMO,
/* 0x48 */ SCENE_HAKASITARELAY,
/* 0x49 */ SCENE_TURIBORI,
/* 0x4A */ SCENE_NAKANIWA,
/* 0x4B */ SCENE_BOWLING,
/* 0x4C */ SCENE_SOUKO,
/* 0x4D */ SCENE_MIHARIGOYA,
/* 0x4E */ SCENE_MAHOUYA,
/* 0x4F */ SCENE_GANON_DEMO,
/* 0x50 */ SCENE_KINSUTA,
/* 0x51 */ SCENE_SPOT00,
/* 0x52 */ SCENE_SPOT01,
/* 0x53 */ SCENE_SPOT02,
/* 0x54 */ SCENE_SPOT03,
/* 0x55 */ SCENE_SPOT04,
/* 0x56 */ SCENE_SPOT05,
/* 0x57 */ SCENE_SPOT06,
/* 0x58 */ SCENE_SPOT07,
/* 0x59 */ SCENE_SPOT08,
/* 0x5A */ SCENE_SPOT09,
/* 0x5B */ SCENE_SPOT10,
/* 0x5C */ SCENE_SPOT11,
/* 0x5D */ SCENE_SPOT12,
/* 0x5E */ SCENE_SPOT13,
/* 0x5F */ SCENE_SPOT15,
/* 0x60 */ SCENE_SPOT16,
/* 0x61 */ SCENE_SPOT17,
/* 0x62 */ SCENE_SPOT18,
/* 0x63 */ SCENE_SPOT20,
/* 0x64 */ SCENE_GANON_TOU,
#ifndef RETAIL
// Debug only scenes
/* 0x65 */ SCENE_TEST01,
/* 0x66 */ SCENE_BESITU,
/* 0x67 */ SCENE_DEPTH_TEST,
/* 0x68 */ SCENE_SYOTES,
/* 0x69 */ SCENE_SYOTES2,
/* 0x6A */ SCENE_SUTARU,
/* 0x6B */ SCENE_HAIRAL_NIWA2,
/* 0x6C */ SCENE_SASATEST,
/* 0x6D */ SCENE_TESTROOM,
#endif
/* 0x6E */ SCENE_ID_MAX
};
// Scene commands
enum SceneCommandTypeID
{
/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
/* 0x02 */ SCENE_CMD_ID_UNUSED_02,
/* 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_MESH,
/* 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_DATA,
/* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST,
/* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS
};
enum SceneRoomTimer
{
SCENE_ROOMTIMER_HOT,
SCENE_ROOMTIMER_DEEP_UNDERWATER,
SCENE_ROOMTIMER_SWIMMING,
SCENE_ROOMTIMER_UNKN3,
SCENE_ROOMTIMER_UNKN4,
};
enum RoomTimer
{
ROOMTIMER_NONE,
ROOMTIMER_HOT,
ROOMTIMER_DEEP_UNDERWATER,
ROOMTIMER_SWIMMING,
ROOMTIMER_UNKN4,
ROOMTIMER_UNKN5,
};
#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_02, unk, CMD_PTR(data) \
}
#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(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_UNK_09, 0, CMD_W(0) \
}
#define SCENE_CMD_MESH(meshHeader) \
{ \
SCENE_CMD_ID_MESH, 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_TRANSI_ACTOR_LIST, numActors, CMD_PTR(list) \
}
#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(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) \
}
struct SceneTableEntry
{
RomFile sceneFile;
RomFile titleFile;
u8 unk_10;
u8 config;
u8 unk_12;
u8 unk_13;
SceneCmd* cmds;
}; // size = 0x14
#pragma pack(pop)
struct PolygonDlist
{
/* 0x00 */ Gfx* opa;
/* 0x04 */ Gfx* xlu;
}; // size = 0x8
struct ZPolygon
{
/* 0x00 */ u8 type;
/* 0x01 */ u8 num; // number of dlist entries
/* 0x04 */ void* start;
/* 0x08 */ void* end;
}; // size = 0xC
struct PolygonType0
{
/* 0x00 */ u8 type;
/* 0x01 */ u8 num; // number of dlist entries
/* 0x04 */ void* start;
/* 0x08 */ void* end;
}; // size = 0xC
struct BgImage
{
/* 0x00 */ u16 unk_00;
/* 0x02 */ u8 id;
/* 0x04 */ Pointer source;
/* 0x08 */ u32 unk_0C;
/* 0x0C */ Pointer tlut;
/* 0x10 */ u16 width;
/* 0x12 */ u16 height;
/* 0x14 */ u8 fmt;
/* 0x15 */ u8 siz;
/* 0x16 */ u16 mode0;
/* 0x18 */ u16 tlutCount;
}; // size = 0x1C
typedef struct
{
/* 0x00 */ u8 type;
/* 0x01 */ u8 format; // 1 = single, 2 = multi
/* 0x04 */ Gfx* dlist;
union
{
struct
{
/* 0x08 */ void* source;
/* 0x0C */ u32 unk_0C;
/* 0x10 */ void* tlut;
/* 0x14 */ u16 width;
/* 0x16 */ u16 height;
/* 0x18 */ u8 fmt;
/* 0x19 */ u8 siz;
/* 0x1A */ u16 mode0;
/* 0x1C */ u16 tlutCount;
} single;
struct
{
/* 0x08 */ u8 count;
/* 0x0C */ BgImage* list;
} multi;
};
} PolygonType1;
struct PolygonDlist2
{
/* 0x00 */ Vec3s pos;
/* 0x06 */ s16 unk_06;
/* 0x08 */ Gfx* opa;
/* 0x0C */ Gfx* xlu;
}; // size = 0x8
struct PolygonType2
{
/* 0x00 */ u8 type;
/* 0x01 */ u8 num; // number of dlist entries
/* 0x04 */ void* start;
/* 0x08 */ void* end;
}; // size = 0xC
union Mesh
{
ZPolygon polygon;
PolygonType0 polygon0;
PolygonType1 polygon1;
PolygonType2 polygon2;
}; // "Ground Shape"
struct Room
{
/* 0x00 */ s8 num;
/* 0x01 */ u8 unk_01;
/* 0x02 */ u8 unk_02;
/* 0x03 */ u8 unk_03;
/* 0x04 */ s8 echo;
/* 0x05 */ u8 showInvisActors;
/* 0x08 */ Mesh* mesh; // original name: "ground_shape"
/* 0x0C */ void* segment;
/* 0x10 */ char unk_10[0x4];
}; // size = 0x14
struct RoomContext
{
/* 0x00 */ Room curRoom;
/* 0x14 */ Room prevRoom;
/* 0x30 */ u8 unk_30;
/* 0x31 */ s8 status;
/* 0x34 */ void* unk_34;
/* 0x38 */ DmaRequest dmaRequest;
/* 0x70 */ OSMesg loadMsg;
/* 0x74 */ s16 unk_74[2]; // context-specific data used by the current scene draw config
}; // size = 0x78
typedef struct
{
struct
{
s8 room; // Room to switch to
s8 effects; // How the camera reacts during the transition
} /* 0x00 */ sides[2]; // 0 = front, 1 = back
/* 0x04 */ s16 id;
/* 0x06 */ Vec3s pos;
/* 0x0C */ s16 rotY;
/* 0x0E */ s16 params;
} TransitionActorEntry; // size = 0x10
struct TransitionActorContext
{
/* 0x00 */ u8 numActors;
/* 0x04 */ TransitionActorEntry* list;
};
struct EntranceEntry
{
/* 0x00 */ u8 spawn;
/* 0x01 */ u8 room;
};