From 8ae003b0d7de4c2f3ffba549aa41a731751948b3 Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Wed, 31 Jan 2024 13:07:34 +1100 Subject: [PATCH] z_actor retail OK (#1670) * actor ok * cleanup * cleanup * cleanup * player * ACTOR_PRINTF * PR Suggestion * gcc * c file * ACTOR_DEBUG_PRINTF * bool * more review * newline --- include/regs.h | 1 + include/z64actor.h | 4 + src/code/z_actor.c | 318 ++++++++++++++++++++++++--------------------- 3 files changed, 172 insertions(+), 151 deletions(-) diff --git a/include/regs.h b/include/regs.h index f9f1df63c8..e1eb9d8b93 100644 --- a/include/regs.h +++ b/include/regs.h @@ -199,6 +199,7 @@ #define R_GAME_OVER_RUMBLE_STRENGTH VREG(90) #define R_GAME_OVER_RUMBLE_DURATION VREG(91) #define R_GAME_OVER_RUMBLE_DECREASE_RATE VREG(92) +#define R_ENABLE_ACTOR_DEBUG_PRINTF HREG(20) #define R_DISABLE_INPUT_DISPLAY HREG(47) #define R_ENABLE_PLAY_LOGS HREG(63) #define R_EN_GOROIWA_SPEED mREG(12) diff --git a/include/z64actor.h b/include/z64actor.h index 66a2ec3039..f14fa1a499 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -42,7 +42,11 @@ typedef struct { /** * @see ACTOROVL_ALLOC_ABSOLUTE */ +#if OOT_DEBUG #define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0 +#else +#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0 +#endif /** * The actor overlay should be allocated memory for when loading, diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 28083a5c26..86ff82728c 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -11,6 +11,17 @@ static CollisionPoly* sCurCeilingPoly; static s32 sCurCeilingBgId; +#if OOT_DEBUG +#define ACTOR_DEBUG_PRINTF \ + if (R_ENABLE_ACTOR_DEBUG_PRINTF) \ + PRINTF +#elif defined(__sgi) +// See comment about PRINTF in macros.h +#define ACTOR_DEBUG_PRINTF(args) (void)0 +#else +#define ACTOR_DEBUG_PRINTF(format, ...) (void)0 +#endif + void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) { shape->yOffset = yOffset; shape->shadowDraw = shadowDraw; @@ -23,43 +34,44 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist, f32 temp2; MtxF sp60; - if (actor->floorPoly != NULL) { - temp1 = actor->world.pos.y - actor->floorHeight; + if (actor->floorPoly == NULL) { + return; + } - if (temp1 >= -50.0f && temp1 < 500.0f) { - OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 1553); + temp1 = actor->world.pos.y - actor->floorHeight; - POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44); + if (temp1 >= -50.0f && temp1 < 500.0f) { + OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 1553); - gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0, - COMBINED); + POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44); - temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1); - temp2 = 1.0f - (temp1 * (1.0f / 350)); + gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0, + COMBINED); - if (color != NULL) { - gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b, - (u32)(actor->shape.shadowAlpha * temp2) & 0xFF); - } else { - gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u32)(actor->shape.shadowAlpha * temp2) & 0xFF); - } + temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1); + temp2 = 1.0f - (temp1 * (1.0f / 350)); - func_80038A28(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp60); - Matrix_Put(&sp60); - - if (dlist != gCircleShadowDL) { - Matrix_RotateY(BINANG_TO_RAD(actor->shape.rot.y), MTXMODE_APPLY); - } - - temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale; - Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY); - - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1588), - G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_OPA_DISP++, dlist); - - CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1594); + if (color != NULL) { + gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b, + (u32)(actor->shape.shadowAlpha * temp2) & 0xFF); + } else { + gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u32)(actor->shape.shadowAlpha * temp2) & 0xFF); } + + func_80038A28(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp60); + Matrix_Put(&sp60); + + if (dlist != gCircleShadowDL) { + Matrix_RotateY(BINANG_TO_RAD(actor->shape.rot.y), MTXMODE_APPLY); + } + + temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale; + Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY); + + gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1588), G_MTX_MODELVIEW | G_MTX_LOAD); + gSPDisplayList(POLY_OPA_DISP++, dlist); + + CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1594); } } @@ -148,6 +160,8 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play) { actor->shape.feetFloorFlag <<= 1; distToFloor = feetPosPtr->y - *floorHeightPtr; + if (1) {} + if ((-1.0f <= distToFloor) && (distToFloor < 500.0f)) { if (distToFloor <= 0.0f) { actor->shape.feetFloorFlag++; @@ -284,13 +298,11 @@ void Actor_SetNaviToActor(TargetContext* targetCtx, Actor* actor, s32 actorCateg } void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) { - targetCtx->arrowPointedActor = NULL; - targetCtx->targetedActor = NULL; - targetCtx->unk_40 = 0.0f; - targetCtx->unk_8C = NULL; - targetCtx->bgmEnemy = NULL; + targetCtx->arrowPointedActor = targetCtx->targetedActor = targetCtx->unk_8C = targetCtx->bgmEnemy = NULL; + targetCtx->unk_4B = 0; targetCtx->unk_4C = 0; + targetCtx->unk_40 = 0.0f; Actor_SetNaviToActor(targetCtx, actor, actor->category, play); func_8002BE98(targetCtx, actor->category, play); } @@ -304,13 +316,12 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) { TargetContextEntry* entry; Player* player; s16 spCE; - f32 temp1; + f32 var1; Vec3f projTargetCenter; s32 spB8; f32 projTargetCappedInvW; s32 spB0; s32 spAC; - f32 var1; f32 var2; s32 i; @@ -417,13 +428,6 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl s32 actorCategory; Vec3f projectedFocusPos; f32 cappedInvWDest; - f32 temp1; - f32 temp2; - f32 temp3; - f32 temp4; - f32 temp5; - f32 temp6; - s32 lockOnSfxId; unkActor = NULL; @@ -458,10 +462,12 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl } if (Math_StepToF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { - temp1 = 0.25f / targetCtx->unk_40; - temp2 = unkActor->world.pos.x - targetCtx->naviRefPos.x; - temp3 = (unkActor->world.pos.y + (unkActor->targetArrowOffset * unkActor->scale.y)) - targetCtx->naviRefPos.y; - temp4 = unkActor->world.pos.z - targetCtx->naviRefPos.z; + f32 temp1 = 0.25f / targetCtx->unk_40; + f32 temp2 = unkActor->world.pos.x - targetCtx->naviRefPos.x; + f32 temp3 = + (unkActor->world.pos.y + (unkActor->targetArrowOffset * unkActor->scale.y)) - targetCtx->naviRefPos.y; + f32 temp4 = unkActor->world.pos.z - targetCtx->naviRefPos.z; + targetCtx->naviRefPos.x += temp2 * temp1; targetCtx->naviRefPos.y += temp3 * temp1; targetCtx->naviRefPos.z += temp4 * temp1; @@ -479,6 +485,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl if (actorArg != NULL) { if (actorArg != targetCtx->targetedActor) { + s32 lockOnSfxId; + func_8002BE98(targetCtx, actorArg->category, play); targetCtx->targetedActor = actorArg; @@ -496,8 +504,9 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl targetCtx->targetCenterPos.z = actorArg->world.pos.z; if (targetCtx->unk_4B == 0) { - temp5 = (500.0f - targetCtx->unk_44) * 3.0f; - temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5); + f32 temp5 = (500.0f - targetCtx->unk_44) * 3.0f; + f32 temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5); + if (Math_StepToF(&targetCtx->unk_44, 80.0f, temp6) != 0) { targetCtx->unk_4B++; } @@ -715,9 +724,9 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) { if (titleCtx->alpha != 0) { width = titleCtx->width; height = titleCtx->height; + doubleWidth = width * 2; titleX = (titleCtx->x * 4) - (width * 2); titleY = (titleCtx->y * 4) - (height * 2); - doubleWidth = width * 2; OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2824); @@ -832,11 +841,13 @@ void Actor_Destroy(Actor* actor, PlayState* play) { actor->destroy(actor, play); actor->destroy = NULL; } else { +#if OOT_DEBUG overlayEntry = actor->overlayEntry; name = overlayEntry->name != NULL ? overlayEntry->name : ""; // "No Actor class destruct [%s]" PRINTF("Actorクラス デストラクトがありません [%s]\n" VT_RST, name); +#endif } } @@ -1291,12 +1302,6 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 sp74; s32 pad; Vec3f sp64; - s32 bgId; - CollisionPoly* wallPoly; - f32 sp58; - WaterBox* waterBox; - f32 waterBoxYSurface; - Vec3f ripplePos; sp74 = actor->world.pos.y - actor->prevPos.y; @@ -1305,12 +1310,16 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, } if (flags & UPDBGCHECKINFO_FLAG_0) { + s32 bgId; + if ((!(flags & UPDBGCHECKINFO_FLAG_7) && BgCheck_EntitySphVsWall3(&play->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius, &actor->wallPoly, &bgId, actor, wallCheckHeight)) || ((flags & UPDBGCHECKINFO_FLAG_7) && BgCheck_EntitySphVsWall4(&play->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius, &actor->wallPoly, &bgId, actor, wallCheckHeight))) { + CollisionPoly* wallPoly; + wallPoly = actor->wallPoly; Math_Vec3f_Copy(&actor->world.pos, &sp64); actor->wallYaw = Math_Atan2S(wallPoly->normal.z, wallPoly->normal.x); @@ -1325,6 +1334,8 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, sp64.z = actor->world.pos.z; if (flags & UPDBGCHECKINFO_FLAG_1) { + f32 sp58; + sp64.y = actor->prevPos.y + 10.0f; if (BgCheck_EntityCheckCeiling(&play->colCtx, &sp58, &sp64, (ceilingCheckHeight + sp74) - 10.0f, &sCurCeilingPoly, &sCurCeilingBgId, actor)) { @@ -1336,6 +1347,9 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, } if (flags & UPDBGCHECKINFO_FLAG_2) { + WaterBox* waterBox; + f32 waterBoxYSurface; + sp64.y = actor->prevPos.y; func_8002E2AC(play, actor, &sp64, flags); waterBoxYSurface = actor->world.pos.y; @@ -1346,6 +1360,8 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH); } else { if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) { + Vec3f ripplePos; + actor->bgCheckFlags |= BGCHECKFLAG_WATER_TOUCH; if (!(flags & UPDBGCHECKINFO_FLAG_6)) { ripplePos.x = actor->world.pos.x; @@ -1377,12 +1393,15 @@ Gfx* func_8002E830(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* *hilite = GRAPH_ALLOC(gfxCtx, sizeof(Hilite)); +#if OOT_DEBUG if (R_HREG_MODE == HREG_MODE_PRINT_HILITE_INFO) { PRINTF("z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f]\n", correctedEyeX, eye->x, eye->y, eye->z, object->x, object->y, object->z, lightDir->x, lightDir->y, lightDir->z); } View_ErrorCheckEyePosition(correctedEyeX, eye->y, eye->z); +#endif + guLookAtHilite(&D_8015BBA8, lookAt, *hilite, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, 0.0f, 1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 16, 16); @@ -1773,8 +1792,8 @@ void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, player->unk_8A0 = arg6; player->unk_8A1 = arg5; - player->unk_8A2 = arg3; player->unk_8A4 = arg2; + player->unk_8A2 = arg3; player->unk_8A8 = arg4; } @@ -1903,11 +1922,12 @@ void func_8002FA60(PlayState* play) { gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z = 0.0f; } - lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; - lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; - lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; - + // clang-format off + lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; \ + lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; \ + lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; \ Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1); + // clang-format on D_8015BC10 = LightContext_InsertLight(play, &play->lightCtx, &D_8015BC00); D_8015BC14 = 0; @@ -2137,7 +2157,7 @@ u32 sCategoryFreezeMasks[ACTORCAT_MAX] = { }; void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { - Actor* refActor; + s32 i; Actor* actor; Player* player; u32* categoryFreezeMaskP; @@ -2145,7 +2165,6 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { u32 canFreezeCategory; Actor* sp74; ActorEntry* actorEntry; - s32 i; player = GET_PLAYER(play); @@ -2169,12 +2188,15 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { actorCtx->unk_02--; } +#if OOT_DEBUG if (KREG(0) == -100) { - refActor = &GET_PLAYER(play)->actor; + Actor* player = &GET_PLAYER(play)->actor; + KREG(0) = 0; - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x, refActor->world.pos.y + 100.0f, - refActor->world.pos.z, 0, 0, 0, 1); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, player->world.pos.x, player->world.pos.y + 100.0f, + player->world.pos.z, 0, 0, 0, 1); } +#endif categoryFreezeMaskP = &sCategoryFreezeMasks[0]; @@ -2288,10 +2310,14 @@ void Actor_FaultPrint(Actor* actor, char* command) { FaultDrawer_Printf("ACTOR NAME is NULL"); } +#if OOT_DEBUG overlayEntry = actor->overlayEntry; name = overlayEntry->name != NULL ? overlayEntry->name : ""; PRINTF("アクターの名前(%08x:%s)\n", actor, name); // "Actor name (%08x:%s)" +#else + name = ""; +#endif if (command != NULL) { PRINTF("コメント:%s\n", command); // "Command:%s" @@ -2537,20 +2563,22 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { gDPNoOpString(POLY_OPA_DISP++, actorName, i); gDPNoOpString(POLY_XLU_DISP++, actorName, i); - HREG(66) = i; + if (OOT_DEBUG) { + HREG(66) = i; + } - if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(68) == 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(68) == 0)) { SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos, &actor->projectedW); } - if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) { if (actor->sfx != 0) { func_80030ED8(actor); } } - if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) { if (func_800314B0(play, actor)) { actor->flags |= ACTOR_FLAG_6; } else { @@ -2560,7 +2588,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { actor->isDrawn = false; - if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) { if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) { if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) && ((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive || @@ -2570,7 +2598,8 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { invisibleActors[invisibleActorCounter] = actor; invisibleActorCounter++; } else { - if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(72) == 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || + (HREG(72) == 0)) { Actor_Draw(play, actor); actor->isDrawn = true; } @@ -2582,15 +2611,15 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { } } - if ((HREG(64) != 1) || (HREG(73) != 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || (HREG(73) != 0)) { Effect_DrawAll(play->state.gfxCtx); } - if ((HREG(64) != 1) || (HREG(74) != 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || (HREG(74) != 0)) { EffectSs_DrawAll(play); } - if ((HREG(64) != 1) || (HREG(72) != 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || (HREG(72) != 0)) { if (play->actorCtx.lensActive) { Actor_DrawLensActors(play, invisibleActorCounter, invisibleActors); if ((play->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(play)) { @@ -2605,7 +2634,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { Lights_DrawGlow(play); } - if ((HREG(64) != 1) || (HREG(75) != 0)) { + if (!OOT_DEBUG || (HREG(64) != 1) || (HREG(75) != 0)) { TitleCard_Draw(play, &actorCtx->titleCtx); } @@ -2695,9 +2724,7 @@ void func_80031C3C(ActorContext* actorCtx, PlayState* play) { } } - if (HREG(20) != 0) { - PRINTF("絶対魔法領域解放\n"); // "Absolute magic field deallocation" - } + ACTOR_DEBUG_PRINTF("絶対魔法領域解放\n"); // "Absolute magic field deallocation" if (actorCtx->absoluteSpace != NULL) { ZELDA_ARENA_FREE(actorCtx->absoluteSpace, "../z_actor.c", 6731); @@ -2767,32 +2794,24 @@ void Actor_FreeOverlay(ActorOverlay* actorOverlay) { PRINTF(VT_FGCOL(CYAN)); if (actorOverlay->numLoaded == 0) { - if (HREG(20) != 0) { - PRINTF("アクタークライアントが0になりました\n"); // "Actor client is now 0" - } + ACTOR_DEBUG_PRINTF("アクタークライアントが0になりました\n"); // "Actor client is now 0" if (actorOverlay->loadedRamAddr != NULL) { if (actorOverlay->allocType & ACTOROVL_ALLOC_PERSISTENT) { - if (HREG(20) != 0) { - PRINTF("オーバーレイ解放しません\n"); // "Overlay will not be deallocated" - } + ACTOR_DEBUG_PRINTF("オーバーレイ解放しません\n"); // "Overlay will not be deallocated" } else if (actorOverlay->allocType & ACTOROVL_ALLOC_ABSOLUTE) { - if (HREG(20) != 0) { - // "Absolute magic field reserved, so deallocation will not occur" - PRINTF("絶対魔法領域確保なので解放しません\n"); - } + // "Absolute magic field reserved, so deallocation will not occur" + ACTOR_DEBUG_PRINTF("絶対魔法領域確保なので解放しません\n"); actorOverlay->loadedRamAddr = NULL; } else { - if (HREG(20) != 0) { - PRINTF("オーバーレイ解放します\n"); // "Overlay deallocated" - } + ACTOR_DEBUG_PRINTF("オーバーレイ解放します\n"); // "Overlay deallocated" ZELDA_ARENA_FREE(actorOverlay->loadedRamAddr, "../z_actor.c", 6834); actorOverlay->loadedRamAddr = NULL; } } - } else if (HREG(20) != 0) { + } else { // "%d of actor client remains" - PRINTF("アクタークライアントはあと %d 残っています\n", actorOverlay->numLoaded); + ACTOR_DEBUG_PRINTF("アクタークライアントはあと %d 残っています\n", actorOverlay->numLoaded); } PRINTF(VT_RST); @@ -2812,13 +2831,14 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos overlayEntry = &gActorOverlayTable[actorId]; ASSERT(actorId < ACTOR_ID_MAX, "profile < ACTOR_DLF_MAX", "../z_actor.c", 6883); +#if OOT_DEBUG name = overlayEntry->name != NULL ? overlayEntry->name : ""; +#endif + overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart; - if (HREG(20) != 0) { - // "Actor class addition [%d:%s]" - PRINTF("アクタークラス追加 [%d:%s]\n", actorId, name); - } + // "Actor class addition [%d:%s]" + ACTOR_DEBUG_PRINTF("アクタークラス追加 [%d:%s]\n", actorId, name); if (actorCtx->total > ACTOR_NUMBER_MAX) { // "Actor set number exceeded" @@ -2827,16 +2847,12 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos } if (overlayEntry->vramStart == NULL) { - if (HREG(20) != 0) { - PRINTF("オーバーレイではありません\n"); // "Not an overlay" - } + ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay" actorInit = overlayEntry->initInfo; } else { if (overlayEntry->loadedRamAddr != NULL) { - if (HREG(20) != 0) { - PRINTF("既にロードされています\n"); // "Already loaded" - } + ACTOR_DEBUG_PRINTF("既にロードされています\n"); // "Already loaded" } else { if (overlayEntry->allocType & ACTOROVL_ALLOC_ABSOLUTE) { ASSERT(overlaySize <= ACTOROVL_ABSOLUTE_SPACE_SIZE, "actor_segsize <= AM_FIELD_SIZE", "../z_actor.c", @@ -2845,10 +2861,8 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos if (actorCtx->absoluteSpace == NULL) { // "AMF: absolute magic field" actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0); - if (HREG(20) != 0) { - // "Absolute magic field reservation - %d bytes reserved" - PRINTF("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE); - } + // "Absolute magic field reservation - %d bytes reserved" + ACTOR_DEBUG_PRINTF("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE); } overlayEntry->loadedRamAddr = actorCtx->absoluteSpace; @@ -2910,10 +2924,10 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos overlayEntry->numLoaded++; - if (HREG(20) != 0) { - // "Actor client No. %d" - PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded); - } + if (1) {} + + // "Actor client No. %d" + ACTOR_DEBUG_PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded); Lib_MemSet((u8*)actor, actorInit->instanceSize, 0); actor->overlayEntry = overlayEntry; @@ -3011,9 +3025,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { overlayEntry = actor->overlayEntry; name = overlayEntry->name != NULL ? overlayEntry->name : ""; - if (HREG(20) != 0) { - PRINTF("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]" - } + ACTOR_DEBUG_PRINTF("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]" if ((player != NULL) && (actor == player->unk_664)) { func_8008EDF0(player); @@ -3040,9 +3052,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { ZELDA_ARENA_FREE(actor, "../z_actor.c", 7242); if (overlayEntry->vramStart == NULL) { - if (HREG(20) != 0) { - PRINTF("オーバーレイではありません\n"); // "Not an overlay" - } + ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay" } else { ASSERT(overlayEntry->loadedRamAddr != NULL, "actor_dlftbl->allocp != NULL", "../z_actor.c", 7251); ASSERT(overlayEntry->numLoaded > 0, "actor_dlftbl->clients > 0", "../z_actor.c", 7252); @@ -3716,7 +3726,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { f32 chainRotZ; f32 chainsTranslateX; f32 chainsTranslateY; - f32 rotZStep; + s32 pad; entry = &sDoorLocksInfo[type]; chainRotZ = entry->chainsRotZInit; @@ -3726,28 +3736,34 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { Matrix_Translate(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY); Matrix_Get(&baseMtxF); - chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; - chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; + { + f32 rotZStep; - for (i = 0; i < 4; i++) { - Matrix_Put(&baseMtxF); - Matrix_RotateZ(chainRotZ, MTXMODE_APPLY); - Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); + chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; + chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; - if (entry->chainsScale != 1.0f) { - Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); + for (i = 0; i < 4; i++) { + + Matrix_Put(&baseMtxF); + Matrix_RotateZ(chainRotZ, MTXMODE_APPLY); + Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); + + if (entry->chainsScale != 1.0f) { + Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); + } + + gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8299), + G_MTX_MODELVIEW | G_MTX_LOAD); + gSPDisplayList(POLY_OPA_DISP++, entry->chainDL); + + if (i % 2) { + rotZStep = 2.0f * entry->chainAngle; + } else { + rotZStep = M_PI - (2.0f * entry->chainAngle); + } + + chainRotZ += rotZStep; } - - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8299), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_OPA_DISP++, entry->chainDL); - - if (i % 2) { - rotZStep = 2.0f * entry->chainAngle; - } else { - rotZStep = M_PI - (2.0f * entry->chainAngle); - } - - chainRotZ += rotZStep; } Matrix_Put(&baseMtxF); @@ -4406,19 +4422,19 @@ Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, } void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2) { - f32 floorPolyNormalX; - f32 floorPolyNormalY; - f32 floorPolyNormalZ; - f32 sp38; - f32 sp34; - f32 sp30; - f32 sp2C; - f32 sp28; - f32 sp24; - CollisionPoly* floorPoly; - s32 pad; - if (actor->floorPoly != NULL) { + f32 floorPolyNormalX; + f32 floorPolyNormalY; + f32 floorPolyNormalZ; + f32 sp38; + f32 sp34; + f32 sp30; + f32 sp2C; + f32 sp28; + f32 sp24; + CollisionPoly* floorPoly; + s32 pad; + floorPoly = actor->floorPoly; floorPolyNormalX = COLPOLY_GET_NORMAL(floorPoly->normal.x); floorPolyNormalY = COLPOLY_GET_NORMAL(floorPoly->normal.y);