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z_bgcheck.c, 800430A0.c, 80043480.c (#256)

* beginning of migrating changes

* got matching

* changed order a bit

* clean up bgcheck

* fix conflict

* fix conflict again

* first stab at identifying types, some oks

* Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs

* more OKs, z_bgcheck.bss migration, update some sys_math3d.c args

* couple more OKs

* pushing some OKs

* fix compilation issues

* code_800430A0.c OK, more files decomp'd

* 8003A3E0 big OK :)

* Decomp most of func_8003C614, decomp helper funcs

* Decomp SurfaceType, CamData, and WaterBox property related functions

* more OKs, big OK in 8003C078

* more OKs, more progress, move a function definition in z_collision_check to functions.h

* more clean-ups, more OKs, dyn_vtx is now defined as u8*

* 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better

* data migrated, more OKs

* 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled

* func_80040284, 800409A8 non_matching, add IS_ZERO macro

* All asm files have C representations, some big OKs, lots of minor tweaks

* More OKs, non-matching code cleanup

* 8003FBF4 and 80040BE4 OK, improve codegen for most functions

* format z_bgcheck.c

* fix warnings, compile errors on NON_MATCHING

* func_8003EE80 is now NON_MATCHING

* begin documenting some functions

* formatting

* more documentation, func_8003A95C OK

* fix PHYSICAL_TO_VIRTUAL changes

* fix var rename

* More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP

* func_8004239C ok, more NON_MATCHING improvements, more documentation

* Implement most suggested changes

* Convert comments to slower comments

* /**

* Implement ZAP2 changes

* my anti-virus ate my format.sh results

* Rename a couple hundred functions, fix minor stuff

* rename var so that clang formats correctly

* run format.sh

* implement Petrie's matches/suggestions

* format

* matches

* and the asm

* slight error

* Add SSList

* two more matches

* stuff

* implement code changes

* clean up Petrie's matchings

Co-authored-by: Arthur <arthurtilly413@gmail.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
mzxrules 2021-01-08 06:12:58 -05:00 committed by GitHub
parent 209f0d21b8
commit 3cef03f5ff
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GPG key ID: 4AEE18F83AFDEB23
416 changed files with 6610 additions and 13487 deletions

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@ -104,8 +104,8 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
s32 pad1;
f32 distXYZScale;
f32 distFromLink;
DynaPolyActor* hitActor;
u32 hitDynaID;
Actor* hitActor;
s32 hitDynaID;
Vec3f hitPoint;
s32 pad2;
@ -120,7 +120,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
pitchTarget = func_8002DB28(&this->actor, &target->posRot2.pos);
pitchDiff = this->actor.posRot.rot.x - pitchTarget;
distXYZScale = ((200.0f - Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &target->posRot2.pos)) * 0.005f);
distXYZScale = (200.0f - Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &target->posRot2.pos)) * 0.005f;
if (distXYZScale < 0.12f) {
distXYZScale = 0.12f;
}
@ -142,8 +142,8 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
func_8002F974(this, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
collided = (this->collider.base.atFlags & 0x2);
collided = (!!(collided));
collided = this->collider.base.atFlags & 0x2;
collided = !!collided;
if (collided) {
if (((this->collider.base.at->id == ACTOR_EN_ITEM00) || (this->collider.base.at->id == ACTOR_EN_SI))) {
this->grabbed = this->collider.base.at;
@ -179,24 +179,24 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
Actor_Kill(&this->actor);
}
} else {
collided = (this->collider.base.atFlags & 0x2);
collided = (!!(collided));
collided = this->collider.base.atFlags & 0x2;
collided = !!collided;
if (collided) {
// Copy the position from the prevous frame to the boomerang to start the bounce back.
Math_Vec3f_Copy(&this->actor.posRot.pos, &this->actor.pos4);
} else {
collided = func_8003DE84(&globalCtx->colCtx, &this->actor.pos4, &this->actor.posRot.pos, &hitPoint,
&this->actor.wallPoly, 1, 1, 1, 1, &hitDynaID);
collided = BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.pos4, &this->actor.posRot.pos,
&hitPoint, &this->actor.wallPoly, 1, 1, 1, 1, &hitDynaID);
if (collided != 0) {
// If the boomerang coolides with something and its is a Jabu Object actor with params equal to 0, then
if (collided) {
// If the boomerang collides with something and its is a Jabu Object actor with params equal to 0, then
// set collided to 0 so that the boomerang will go through the wall.
// Otherwise play a clank sound and keep collided set to bounce back.
if ((func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0) ||
((hitDynaID != 0x32) &&
((hitActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) &&
(hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS) && (hitActor->actor.params == 0))) {
collided = 0;
if (func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0 ||
(hitDynaID != BGCHECK_SCENE &&
((hitActor = DynaPoly_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) &&
hitActor->id == ACTOR_BG_BDAN_OBJECTS && hitActor->params == 0)) {
collided = false;
} else {
func_80062D60(globalCtx, &hitPoint);
}
@ -205,7 +205,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
// If the boomerang needs to bounce back, set x and y angle accordingly.
// Set timer to 0 and set return actor to player so it goes back to Link.
if (collided != 0) {
if (collided) {
this->actor.posRot.rot.x = -this->actor.posRot.rot.x;
this->actor.posRot.rot.y += 0x8000;
this->moveTo = player;