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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>
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parent
209f0d21b8
commit
3cef03f5ff
416 changed files with 6610 additions and 13487 deletions
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@ -58,7 +58,7 @@ extern Gfx D_06000AE8[]; // boss key chest base
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extern Gfx D_060010C0[]; // regular chest top
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extern Gfx D_06001678[]; // boss key chest top
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extern SkeletonHeader D_060047D8;
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extern UNK_TYPE D_06005FC8;
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extern CollisionHeader D_06005FC8;
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const ActorInit En_Box_InitVars = {
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ACTOR_EN_BOX,
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@ -86,14 +86,14 @@ void EnBox_SetupAction(EnBox* this, EnBoxActionFunc actionFunc) {
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void EnBox_ClipToGround(EnBox* this, GlobalContext* globalCtx) {
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f32 newY;
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CollisionPoly* a1;
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void* a2;
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CollisionPoly* poly;
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s32* bgId;
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Vec3f pos;
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pos = this->dyna.actor.posRot.pos;
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pos.y += 1.0f;
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newY = func_8003C9A4(&globalCtx->colCtx, &a1, &a2, &this->dyna.actor, &pos);
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if (newY != -32000.0f) {
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newY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &poly, &bgId, &this->dyna.actor, &pos);
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if (newY != BGCHECK_Y_MIN) {
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this->dyna.actor.posRot.pos.y = newY;
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}
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}
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@ -102,21 +102,20 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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GlobalContext* globalCtx2 = globalCtx;
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EnBox* this = THIS;
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AnimationHeader* anim;
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s32 dynaUnk;
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CollisionHeader* colHeader;
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f32 animFrameStart;
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f32 endFrame;
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animFrameStart = 0.0f;
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anim = D_809CA800[((void)0, gSaveContext.linkAge)];
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dynaUnk = 0;
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colHeader = NULL;
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endFrame = Animation_GetLastFrame(anim);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyInfo_SetActorMove(&this->dyna, 0);
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DynaPolyInfo_Alloc(&D_06005FC8, &dynaUnk);
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this->dyna.dynaPolyId =
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DynaPolyInfo_RegisterActor(globalCtx2, &globalCtx2->colCtx.dyna, &this->dyna.actor, dynaUnk);
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func_8003ECA8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&D_06005FC8, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx2, &globalCtx2->colCtx.dyna, &this->dyna.actor, colHeader);
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func_8003ECA8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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this->movementFlags = 0;
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this->type = thisx->params >> 12 & 0xF;
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@ -136,7 +135,7 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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animFrameStart = endFrame;
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} else if ((this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_BIG || this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL) &&
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!Flags_GetSwitch(globalCtx2, this->switchFlag)) {
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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if (Rand_ZeroOne() < 0.5f) {
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this->movementFlags |= ENBOX_MOVE_FALL_ANGLE_SIDE;
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}
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@ -148,7 +147,7 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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} else if ((this->type == ENBOX_TYPE_ROOM_CLEAR_BIG || this->type == ENBOX_TYPE_ROOM_CLEAR_SMALL) &&
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!Flags_GetClear(globalCtx2, this->dyna.actor.room)) {
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EnBox_SetupAction(this, EnBox_AppearOnRoomClear);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.posRot.pos.y = this->dyna.actor.initPosRot.pos.y - 50.0f;
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this->alpha = 0;
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@ -156,14 +155,14 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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} else if (this->type == ENBOX_TYPE_9 || this->type == ENBOX_TYPE_10) {
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EnBox_SetupAction(this, func_809C9700);
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this->dyna.actor.flags |= 0x2000000;
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.posRot.pos.y = this->dyna.actor.initPosRot.pos.y - 50.0f;
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this->alpha = 0;
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this->dyna.actor.flags |= 0x10;
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} else if (this->type == ENBOX_TYPE_SWITCH_FLAG_BIG && !Flags_GetSwitch(globalCtx2, this->switchFlag)) {
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EnBox_SetupAction(this, EnBox_AppearOnSwitchFlag);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.posRot.pos.y = this->dyna.actor.initPosRot.pos.y - 50.0f;
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this->alpha = 0;
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@ -200,7 +199,7 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnBox_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnBox* this = THIS;
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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void EnBox_RandomDustKinematic(EnBox* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
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@ -283,7 +282,7 @@ void EnBox_FallOnSwitchFlag(EnBox* this, GlobalContext* globalCtx) {
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if (this->unk_1A8 >= 0) {
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EnBox_SetupAction(this, EnBox_Fall);
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this->unk_1AC = func_800800F8(globalCtx, 4500, 9999, &this->dyna.actor, 0);
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func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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} else if (this->unk_1A8 >= -11) {
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this->unk_1A8++;
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} else if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
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@ -377,7 +376,7 @@ void EnBox_AppearInit(EnBox* this, GlobalContext* globalCtx) {
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}
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void EnBox_AppearAnimation(EnBox* this, GlobalContext* globalCtx) {
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func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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if (this->unk_1A8 < 0) {
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this->unk_1A8++;
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