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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
416 changed files with 6610 additions and 13487 deletions

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@ -25,7 +25,7 @@ void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupFall(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx);
extern ColHeader D_05004E98;
extern CollisionHeader D_05004E98;
extern UNK_TYPE D_05003350;
extern UNK_TYPE D_05003B50;
extern UNK_TYPE D_05004350;
@ -90,18 +90,17 @@ static Vec2f sFaceDirection[] = {
{ -1.0f, -1.0f },
};
void ObjOshihiki_InitDynapoly(ObjOshihiki* this, GlobalContext* globalCtx, ColHeader* collision,
void ObjOshihiki_InitDynapoly(ObjOshihiki* this, GlobalContext* globalCtx, CollisionHeader* collision,
DynaPolyMoveFlag moveFlag) {
s32 pad;
ColHeader* colHeader = NULL;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyInfo_SetActorMove(&this->dyna, moveFlag);
DynaPolyInfo_Alloc(collision, &colHeader);
this->dyna.dynaPolyId =
DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.dynaPolyId == 50) {
if (this->dyna.bgId == BG_ACTOR_MAX) {
// Warning : move BG registration failure
osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_oshihiki.c", 280,
this->dyna.actor.id, this->dyna.actor.params);
@ -144,17 +143,17 @@ void ObjOshihiki_ResetFloors(ObjOshihiki* this) {
s32 i;
for (i = 0; i < ARRAY_COUNT(this->floorBgIds); i++) {
this->floorBgIds[i] = 50;
this->floorBgIds[i] = BGCHECK_SCENE;
}
}
ObjOshihiki* ObjOshihiki_GetBlockUnder(ObjOshihiki* this, GlobalContext* globalCtx) {
DynaPolyActor* dyna;
Actor* dyna;
if ((this->floorBgIds[this->highestFloor] != 50) &&
if ((this->floorBgIds[this->highestFloor] != BGCHECK_SCENE) &&
(fabsf(this->dyna.actor.groundY - this->dyna.actor.posRot.pos.y) < 0.001f)) {
dyna = DynaPolyInfo_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if ((dyna != NULL) && (dyna->actor.id == ACTOR_OBJ_OSHIHIKI)) {
dyna = DynaPoly_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if ((dyna != NULL) && (dyna->id == ACTOR_OBJ_OSHIHIKI)) {
return (ObjOshihiki*)dyna;
}
}
@ -319,7 +318,7 @@ void ObjOshihiki_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* this = THIS;
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void ObjOshihiki_SetFloors(ObjOshihiki* this, GlobalContext* globalCtx) {
@ -341,8 +340,8 @@ void ObjOshihiki_SetFloors(ObjOshihiki* this, GlobalContext* globalCtx) {
floorPoly = &this->floorPolys[i];
floorBgId = &this->floorBgIds[i];
this->floorHeights[i] =
func_8003CA64(&globalCtx->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f);
this->floorHeights[i] = BgCheck_EntityRaycastFloor6(&globalCtx->colCtx, floorPoly, floorBgId, &this->dyna.actor,
&colCheckPoint, 0.0f);
}
}
@ -353,24 +352,24 @@ s16 ObjOshihiki_GetHighestFloor(ObjOshihiki* this) {
if (phi_f0 > this->floorHeights[highestFloor]) {
highestFloor = temp;
} else if ((this->floorBgIds[temp] == 50) && ((phi_f0 - this->floorHeights[highestFloor]) > -0.001f)) {
} else if ((this->floorBgIds[temp] == BGCHECK_SCENE) && ((phi_f0 - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp;
}
if (this->floorHeights[temp + 1] > this->floorHeights[highestFloor]) {
highestFloor = temp + 1;
} else if ((this->floorBgIds[temp + 1] == 50) &&
} else if ((this->floorBgIds[temp + 1] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 1] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 1;
}
if (this->floorHeights[temp + 2] > this->floorHeights[highestFloor]) {
highestFloor = temp + 2;
} else if ((this->floorBgIds[temp + 2] == 50) &&
} else if ((this->floorBgIds[temp + 2] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 2] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 2;
}
if (this->floorHeights[temp + 3] > this->floorHeights[highestFloor]) {
highestFloor = temp + 3;
} else if ((this->floorBgIds[temp + 3] == 50) &&
} else if ((this->floorBgIds[temp + 3] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 3] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 3;
}
@ -421,7 +420,7 @@ s32 ObjOshihiki_CheckWall(GlobalContext* globalCtx, s16 angle, f32 direction, Ob
Vec3f faceVtxNext;
Vec3f posResult;
Vec3f faceVtxOffset;
u32 bgId;
s32 bgId;
CollisionPoly* outPoly;
faceVtxOffset.x = (sFaceVtx[i].x * this->dyna.actor.scale.x * 10.0f) + sFaceDirection[i].x;
@ -434,8 +433,8 @@ s32 ObjOshihiki_CheckWall(GlobalContext* globalCtx, s16 angle, f32 direction, Ob
faceVtxNext.x = faceVtx.x + maxDist * sn;
faceVtxNext.y = faceVtx.y;
faceVtxNext.z = faceVtx.z + maxDist * cs;
if (func_8003DFA0(&globalCtx->colCtx, &faceVtx, &faceVtxNext, &posResult, &outPoly, 1, 0, 0, 1, &bgId,
&this->dyna.actor, 0.0f)) {
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &faceVtx, &faceVtxNext, &posResult, &outPoly, 1, 0, 0, 1, &bgId,
&this->dyna.actor, 0.0f)) {
return 1;
}
}
@ -512,10 +511,10 @@ void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
if (ObjOshihiki_CheckFloor(this, globalCtx)) {
bgId = this->floorBgIds[this->highestFloor];
if (bgId == 50) {
if (bgId == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
dynaActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, bgId);
dynaActor = DynaPoly_GetActor(&globalCtx->colCtx, bgId);
if (dynaActor != NULL) {
func_800434A8(dynaActor);
func_80043538(dynaActor);
@ -540,10 +539,10 @@ void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
}
} else {
bgId = this->floorBgIds[this->highestFloor];
if (bgId == 50) {
if (bgId == BGCHECK_SCENE) {
ObjOshihiki_SetupFall(this, globalCtx);
} else {
dynaActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, bgId);
dynaActor = DynaPoly_GetActor(&globalCtx->colCtx, bgId);
if ((dynaActor != NULL) && (dynaActor->unk_15C & 1)) {
func_800434A8(dynaActor);
@ -597,7 +596,7 @@ void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx) {
this->pushDist = 0.0f;
this->pushSpeed = 0.0f;
this->timer = 10;
if (this->floorBgIds[this->highestFloor] == 50) {
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
@ -624,15 +623,16 @@ void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx) {
}
Actor_MoveForward(&this->dyna.actor);
if (ObjOshihiki_CheckGround(this, globalCtx)) {
if (this->floorBgIds[this->highestFloor] == 50) {
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
Audio_PlayActorSound2(&this->dyna.actor, func_80041F34(&globalCtx->colCtx, this->floorPolys[this->highestFloor],
this->floorBgIds[this->highestFloor]) +
SFX_FLAG);
Audio_PlayActorSound2(&this->dyna.actor,
SurfaceType_GetSfx(&globalCtx->colCtx, this->floorPolys[this->highestFloor],
this->floorBgIds[this->highestFloor]) +
SFX_FLAG);
}
}