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Merge branch 'master' into skelanime

This commit is contained in:
KrimtonZ 2020-03-24 11:56:37 -05:00
commit 8bbac143cd
505 changed files with 1437 additions and 2808 deletions

View file

@ -96,14 +96,14 @@ void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3,
}
#ifdef NON_MATCHING
// this function still needs a lot of work
// saved register, stack usage and minor ordering differences
void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx;
MtxF spE8;
Vec2f spE0;
s32 index;
f32 spE0[2];
s32 i;
f32* spAC;
Gfx* gfxArr[7];
Gfx* gfxArr[4];
f32 temp_10;
u8 temp_14;
f32 temp_f0;
@ -124,8 +124,8 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
if (temp_f20 > 20.0f) {
temp_10 = actor->shape.unk_10;
actor->shape.unk_10 *= 0.3f;
temp_14 = actor->shape.unk_14;
actor->shape.unk_10 *= 0.3f;
actor->shape.unk_14 *= ((temp_f20 - 20.0f) * 0.02f) > 1.0f ? 1.0f : ((temp_f20 - 20.0f) * 0.02f);
ActorShadow_DrawFunc_Circle(actor, lightMapper, globalCtx);
actor->shape.unk_10 = temp_10;
@ -133,18 +133,18 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
}
if (temp_f20 < 200.0f) {
spAC = &spE0.x;
gfxCtx = globalCtx->state.gfxCtx;
temp_s6 = lightMapper->numLights - 2;
phi_s7 = &actor->unk_CC[0];
spAC = &spE0[0];
temp_s6 = lightMapper->numLights;
temp_s6 -= 2;
gfxCtx = globalCtx->state.gfxCtx;
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 1741);
gfxCtx->polyOpa.p = func_80093774(gfxCtx->polyOpa.p, 0x2C);
actor->shape.unk_15 = 0;
phi_s7 = &actor->unk_CC;
for (index = 0; index < 2; index++) {
for (i = 0; i < 2; i++) {
phi_s7->y += 50.0f;
*spAC = func_800BFCB8(globalCtx, &spE8, phi_s7);
phi_s7->y -= 50.0f;
@ -156,18 +156,21 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
if ((phi_f2 >= -1.0f) && (phi_f2 < 500.0f)) {
phi_s0 = lightMapper->lights;
if (phi_f2 <= 0.0f)
if (phi_f2 <= 0.0f) {
actor->shape.unk_15++;
}
if (30.0f < phi_f2)
if (30.0f < phi_f2) {
phi_f2 = 30.0f;
}
temp_f24 = actor->shape.unk_14 * (1.0f - (phi_f2 * (1.f / 30)));
temp_f24 = actor->shape.unk_14 * (1.0f - (phi_f2 * (1.0f / 30)));
if (30.0f < phi_f2)
if (30.0f < phi_f2) {
phi_f2 = 30.0f;
}
temp_f20_2 = 1.0f - (phi_f2 * (1.f / 70));
temp_f20_2 = 1.0f - (phi_f2 * (1.0f / 70));
temp_f22_2 = (actor->shape.unk_10 * temp_f20_2) * actor->scale.x;
phi_s2 = 0;
@ -187,8 +190,9 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
if (phi_s0->l.dir[1] > 0) {
temp_a3 = (ABS(phi_s0->l.dir[1]) * ((phi_s0->l.col[0] + phi_s0->l.col[1]) + phi_s0->l.col[2])) -
(phi_s2 * 8);
if (temp_a3 > 0)
if (temp_a3 > 0) {
func_8002B66C(globalCtx, phi_s0, &spE8, temp_a3, temp_f24, temp_f22_2, temp_f20_2);
}
}
phi_s0++;
}
@ -198,14 +202,11 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
phi_s7++;
}
if (!(actor->bgCheckFlags & 1))
if (!(actor->bgCheckFlags & 1)) {
actor->shape.unk_15 = 0;
else if (actor->shape.unk_15 == 3) {
temp_f0 = actor->unk_CC.y - actor->unk_D8.y;
if ((spE0.x + temp_f0) < (spE0.y - temp_f0))
actor->shape.unk_15 = 2;
else
actor->shape.unk_15 = 1;
} else if (actor->shape.unk_15 == 3) {
temp_f0 = actor->unk_CC[0].y - actor->unk_CC[1].y;
actor->shape.unk_15 = ((spE0[0] + temp_f0) < (spE0[1] - temp_f0)) ? 2 : 1;
}
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 1831);
@ -217,9 +218,9 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
void func_8002BDB0(Actor* actor, s32 arg1, s32 arg2, UNK_PTR arg3, s32 arg4, UNK_PTR arg5) {
if (arg1 == arg2) {
Matrix_MultVec3f(arg3, &actor->unk_CC);
Matrix_MultVec3f(arg3, &actor->unk_CC[0]);
} else if (arg1 == arg4) {
Matrix_MultVec3f(arg5, &actor->unk_D8);
Matrix_MultVec3f(arg5, &actor->unk_CC[1]);
}
}
@ -310,25 +311,25 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, GlobalContext* global
}
#ifdef NON_MATCHING
// this function still needs some work
// regalloc and minor ordering differences
void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Actor* actor;
Player* player;
GraphicsContext* gfxCtx;
Gfx* gfxArr[5];
Gfx* gfxArr[4];
TargetContextEntry* entry;
s16 spCE;
f32 temp1;
Vec3f spBC;
s32 spB8;
f32 spB4;
s32 spB0;
s32 spAC;
s32 i;
TargetContextEntry* entry;
f32 temp1;
f32 var1;
f32 var2;
Vec3f* vec;
s32 i;
actor = targetCtx->targetedActor;
gfxCtx = globalCtx->state.gfxCtx;
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 2029);
@ -338,48 +339,52 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
spCE = 0xFF;
var1 = 1.0f;
if (targetCtx->unk_4B != 0)
if (targetCtx->unk_4B != 0) {
spB8 = 1;
else
} else {
spB8 = 3;
}
if (targetCtx->targetedActor != NULL) {
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &targetCtx->targetedActor->posRot2.pos);
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &actor->posRot2.pos);
var1 = (500.0f - targetCtx->unk_44) / 420.0f;
} else {
targetCtx->unk_48 -= 0x78;
if (targetCtx->unk_48 < 0)
targetCtx->unk_48 -= 120;
if (targetCtx->unk_48 < 0) {
targetCtx->unk_48 = 0;
}
spCE = targetCtx->unk_48;
}
func_8002BE04(globalCtx, &targetCtx->targetCenterPos, &spBC, &spB4);
temp1 = ((spBC.x * spB4) * 160.0f) * var1;
spBC.x = (temp1 < -320.0f) ? -320.0f : ((temp1 > 320.0f) ? 320.0f : temp1);
temp1 = ((spBC.x * spB4) * 160) * var1;
spBC.x = (temp1 < -320) ? -320 : ((temp1 > 320) ? 320 : temp1);
temp1 = ((spBC.y * spB4) * 120.0f) * var1;
spBC.y = (temp1 < -240.0f) ? -240.0f : ((temp1 > 240.0f) ? 240.0f : temp1);
temp1 = ((spBC.y * spB4) * 120) * var1;
spBC.y = (temp1 < -240) ? -240 : ((temp1 > 240) ? 240 : temp1);
spBC.z *= var1;
spBC.z = spBC.z * var1;
targetCtx->unk_4C--;
if (targetCtx->unk_4C < 0)
if (targetCtx->unk_4C < 0) {
targetCtx->unk_4C = 2;
}
func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
if ((!(player->stateFlags1 & 0x40)) || (targetCtx->targetedActor != player->unk_664)) {
if ((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) {
gfxCtx->overlay.p = func_80093774(gfxCtx->overlay.p, 0x39);
for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++) {
entry = &targetCtx->arr_50[spAC];
if (entry->unk_0C < 500.0f) {
if (entry->unk_0C <= 120.0f)
if (entry->unk_0C <= 120.0f) {
var2 = 0.15f;
else
} else {
var2 = ((entry->unk_0C - 120.0f) * 0.001f) + 0.15f;
}
Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY);
@ -401,8 +406,9 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
}
spCE = spCE - (0xFF / 3);
if (spCE < 0)
if (spCE < 0) {
spCE = 0;
}
spAC = (spAC + 1) % 3;
}
}
@ -720,20 +726,17 @@ void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
}
}
#ifdef NON_MATCHING
// major ordering and stack usage differences
void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
s32 spCC;
s32 spC8;
s32 unk1;
s32 spC0;
s32 unk2;
s32 sp38;
s32 spB8;
s32 spB4;
s32 spB0;
GraphicsContext* gfxCtx;
Gfx* gfxArr[4];
s32 sp38;
if (titleCtx->unk_C != 0) {
spCC = titleCtx->unk_8;
@ -743,14 +746,13 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
sp38 = spCC * 2;
gfxCtx = globalCtx->state.gfxCtx;
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 2824);
spB0 = spCC * spC8 * gSaveContext.language;
spC8 = (spCC * spC8 > 0x1000) ? 0x1000 / spCC : spC8;
spB4 = spB8 + (spC8 * 4);
spB4 = (spC8 * 4) + spB8;
if (1) {} // Necessary to match
gfxCtx->overlay.p = func_80093808(gfxCtx->overlay.p);
@ -761,8 +763,8 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPTextureRectangle(gfxCtx->overlay.p++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 - 1, G_TX_RENDERTILE, 0, 0,
1024, 1024);
gSPTextureRectangle(gfxCtx->overlay.p++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (spC8 * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1024, 1024);
spC8 = titleCtx->unk_9 - spC8;
@ -771,16 +773,13 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
spC8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfxCtx->overlay.p++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 - 1, G_TX_RENDERTILE, 0,
0, 1024, 1024);
gSPTextureRectangle(gfxCtx->overlay.p++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 + (spC8 * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1024, 1024);
}
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 2880);
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/TitleCard_Draw.s")
#endif
s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
if ((globalCtx->actorCtx.titleCtx.delayB != 0) || (globalCtx->actorCtx.titleCtx.unk_C != 0)) {
@ -1447,14 +1446,16 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
abs_var = ABS(var);
if (player->unk_664 != NULL) {
if ((abs_var > 0x4000) || (actor->flags & 0x8000000))
if ((abs_var > 0x4000) || (actor->flags & 0x8000000)) {
return FLT_MAX;
else
} else {
return actor->waterSurfaceDist - actor->waterSurfaceDist * 0.8f * ((0x4000 - abs_var) * 3.0517578125e-05f);
}
}
if (abs_var > 0x2AAA)
if (abs_var > 0x2AAA) {
return FLT_MAX;
}
return actor->waterSurfaceDist;
}
@ -1802,7 +1803,8 @@ Color_RGB8 D_80116060 = { 0xFF, 0xFF, 0xFF };
Color_RGB8 D_80116064 = { 0x64, 0xC8, 0x00 };
#ifdef NON_MATCHING
// this function still needs a lot of work
// saved register, stack usage and minor ordering differences
// this also doesn't generate a few useless struct copies
void func_8002FBAC(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx;
Gfx* gfxArr[6];
@ -1810,6 +1812,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
f32 spD8;
f32 spD4;
s32 spD0;
s32 spCC;
f32 spC0;
Vec3f spB4;
Vec3f spA4;
@ -1830,15 +1833,17 @@ void func_8002FBAC(GlobalContext* globalCtx) {
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_actor.c", 5308);
if (gSaveContext.respawn[RESPAWN_MODE_TOP].data != 0) {
if (LINK_IS_ADULT)
if (LINK_IS_ADULT) {
spD8 = 80.0f;
else
} else {
spD8 = 60.0f;
}
spD0 = 0xFF;
spD4 = 1.0f;
temp_a3 = gSaveContext.respawn[RESPAWN_MODE_TOP].data - 0x28;
spCC = temp_a3;
if (temp_a3 < 0) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data++;
@ -1871,7 +1876,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
temp_f12 = sp9C * 0.5f;
temp_f14 = temp_ret - temp_f12;
spD8 += sqrtf((temp_f12 * temp_f12) - (temp_f14 * temp_f14)) * 0.2f;
osSyncPrintf("-------- DISPLAY Y=%f\n", (f64)spD8);
osSyncPrintf("-------- DISPLAY Y=%f\n", spD8);
}
spA4.x = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
@ -1886,6 +1891,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0x28;
}
// somehow this shouldn't be optimized out
gSaveContext.respawn[RESPAWN_MODE_TOP].pos = gSaveContext.respawn[RESPAWN_MODE_TOP].pos;
} else if (temp_a3 > 0) {
temp_f12 = temp_a3 * 0.1f;
@ -1914,7 +1920,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data++;
}
spD4 = temp_a3 * 0.200000000000000011102230246252 + 1.0f;
spD4 = spCC * 0.200000000000000011102230246252 + 1.0f;
}
if ((globalCtx->csCtx.state == 0) &&
@ -3723,17 +3729,15 @@ struct_80116130 D_80116130[13] = {
};
#ifdef NON_MATCHING
// this function still needs a lot of work
// regalloc differences
void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
u8 arg8) {
s16 sp46;
s16 sp44;
s16 temp1;
s16 sp40;
s16 temp2;
s16 sp40;
s16 temp1;
Vec3f sp30;
s16 temp3;
s16 temp4;
sp30.x = actor->posRot.pos.x;
sp30.y = actor->posRot.pos.y + arg1->unk_14;
@ -3741,27 +3745,34 @@ void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3,
sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
sp40 = Math_Vec3f_Yaw(&actor->posRot.pos, &arg1->unk_18) - actor->shape.rot.y;
temp1 = Math_Vec3f_Yaw(&actor->posRot.pos, &arg1->unk_18) - actor->shape.rot.y;
temp1 = (sp40 < -arg2) ? -arg2 : ((sp40 > arg2) ? arg2 : sp40);
Math_SmoothScaleMaxMinS(&arg1->unk_0A, temp1, 6, 2000, 1);
Math_SmoothScaleMaxMinS(&arg1->unk_0A, (temp1 < -arg2) ? -arg2 : ((temp1 > arg2) ? arg2 : temp1), 6, 2000, 1);
sp40 = (ABS(sp40) >= 0x8000) ? 0 : ((sp40 >= 0) ? sp40 : -sp40);
arg1->unk_0A = ((arg1->unk_0A < -sp40) ? -sp40 : ((arg1->unk_0A > sp40) ? sp40 : arg1->unk_0A));
temp3 = (ABS(temp1) >= 0x8000) ? 0 : ((temp1 >= 0) ? temp1 : -temp1);
arg1->unk_0A = ((arg1->unk_0A < -temp3) ? -temp3 : ((arg1->unk_0A > temp3) ? temp3 : arg1->unk_0A));
sp40 = sp40 - arg1->unk_0A;
sp40 = temp1 - arg1->unk_0A;
Math_SmoothScaleMaxMinS(&arg1->unk_10, (sp40 < -arg5) ? -arg5 : ((sp40 > arg5) ? arg5 : sp40), 6, 2000, 1);
temp1 = (sp40 < -arg5) ? -arg5 : ((sp40 > arg5) ? arg5 : sp40);
Math_SmoothScaleMaxMinS(&arg1->unk_10, temp1, 6, 2000, 1);
temp4 = (ABS(sp40) >= 0x8000) ? 0 : ((sp40 >= 0) ? sp40 : -sp40);
arg1->unk_10 = ((arg1->unk_10 < -temp4) ? -temp4 : ((arg1->unk_10 > temp4) ? temp4 : arg1->unk_10));
sp40 = (ABS(sp40) >= 0x8000) ? 0 : ((sp40 >= 0) ? sp40 : -sp40);
arg1->unk_10 = ((arg1->unk_10 < -sp40) ? -sp40 : ((arg1->unk_10 > sp40) ? sp40 : arg1->unk_10));
if (arg8 != 0)
if (arg8 != 0) {
if (arg3) {} // Seems necessary to match
Math_SmoothScaleMaxMinS(&actor->shape.rot.y, sp44, 6, 2000, 1);
}
Math_SmoothScaleMaxMinS(&arg1->unk_08, (sp46 < arg4) ? arg4 : ((sp46 > arg3) ? arg3 : sp46), 6, 2000, 1);
temp1 = (sp46 < arg4) ? arg4 : ((sp46 > arg3) ? arg3 : sp46);
Math_SmoothScaleMaxMinS(&arg1->unk_08, temp1, 6, 2000, 1);
temp2 = sp46 - arg1->unk_08;
Math_SmoothScaleMaxMinS(&arg1->unk_0E, (temp2 < arg7) ? arg4 : ((temp2 > arg6) ? arg3 : temp2), 6, 2000, 1);
temp1 = (temp2 < arg7) ? arg7 : ((temp2 > arg6) ? arg6 : temp2);
Math_SmoothScaleMaxMinS(&arg1->unk_0E, temp1, 6, 2000, 1);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800344BC.s")