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Document some z_actor.c functions (#1091)
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82cedcc3ef
commit
aecd883bbc
5 changed files with 60 additions and 59 deletions
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@ -347,7 +347,7 @@ void ActorShadow_DrawHorse(Actor* actor, Lights* lights, GlobalContext* globalCt
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void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx);
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void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
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Vec3f* rightFootPos);
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void func_8002BE04(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, f32* arg3);
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void Actor_ProjectPos(GlobalContext* globalCtx, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest);
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void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx);
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s32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag);
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void Flags_SetSwitch(GlobalContext* globalCtx, s32 flag);
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@ -369,7 +369,7 @@ void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx
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u8 height);
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void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s32 x, s32 y,
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s32 width, s32 height, s32 delay);
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s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx);
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s32 TitleCard_Clear(GlobalContext* globalCtx, TitleCardContext* titleCtx);
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void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetScale(Actor* actor, f32 scale);
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@ -213,9 +213,9 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef
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}
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}
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void func_8002BE04(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
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SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg1, arg2, arg3);
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*arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
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void Actor_ProjectPos(GlobalContext* globalCtx, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest) {
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SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, src, xyzDest, cappedInvWDest);
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*cappedInvWDest = (*cappedInvWDest < 1.0f) ? 1.0f : (1.0f / *cappedInvWDest);
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}
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typedef struct {
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@ -266,7 +266,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, GlobalContext* g
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}
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}
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void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
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void Actor_SetNaviToActor(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
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NaviColor* naviColor = &sNaviColorList[actorCategory];
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targetCtx->naviRefPos.x = actor->focus.pos.x;
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targetCtx->naviRefPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
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@ -289,7 +289,7 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, GlobalContext* global
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targetCtx->bgmEnemy = NULL;
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targetCtx->unk_4B = 0;
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targetCtx->unk_4C = 0;
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func_8002BF60(targetCtx, actor, actor->category, globalCtx);
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Actor_SetNaviToActor(targetCtx, actor, actor->category, globalCtx);
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func_8002BE98(targetCtx, actor->category, globalCtx);
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}
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@ -303,9 +303,9 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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Player* player;
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s16 spCE;
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f32 temp1;
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Vec3f spBC;
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Vec3f projTargetCenter;
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s32 spB8;
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f32 spB4;
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f32 projTargetCappedInvW;
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s32 spB0;
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s32 spAC;
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f32 var1;
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@ -334,22 +334,22 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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spCE = targetCtx->unk_48;
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}
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func_8002BE04(globalCtx, &targetCtx->targetCenterPos, &spBC, &spB4);
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Actor_ProjectPos(globalCtx, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
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spBC.x = (160 * (spBC.x * spB4)) * var1;
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spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
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projTargetCenter.x = (160 * (projTargetCenter.x * projTargetCappedInvW)) * var1;
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projTargetCenter.x = CLAMP(projTargetCenter.x, -320.0f, 320.0f);
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spBC.y = (120 * (spBC.y * spB4)) * var1;
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spBC.y = CLAMP(spBC.y, -240.0f, 240.0f);
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projTargetCenter.y = (120 * (projTargetCenter.y * projTargetCappedInvW)) * var1;
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projTargetCenter.y = CLAMP(projTargetCenter.y, -240.0f, 240.0f);
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spBC.z = spBC.z * var1;
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projTargetCenter.z = projTargetCenter.z * var1;
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targetCtx->unk_4C--;
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if (targetCtx->unk_4C < 0) {
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targetCtx->unk_4C = 2;
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}
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func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
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func_8002BE64(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
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if ((!(player->stateFlags1 & PLAYER_STATE1_6)) || (actor != player->unk_664)) {
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OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
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@ -414,8 +414,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
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s32 pad;
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Actor* unkActor;
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s32 actorCategory;
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Vec3f sp50;
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f32 sp4C;
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Vec3f projectedFocusPos;
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f32 cappedInvWDest;
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f32 temp1;
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f32 temp2;
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f32 temp3;
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@ -465,12 +465,12 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
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targetCtx->naviRefPos.y += temp3 * temp1;
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targetCtx->naviRefPos.z += temp4 * temp1;
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} else {
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func_8002BF60(targetCtx, unkActor, actorCategory, globalCtx);
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Actor_SetNaviToActor(targetCtx, unkActor, actorCategory, globalCtx);
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}
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if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
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func_8002BE04(globalCtx, &actorArg->focus.pos, &sp50, &sp4C);
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if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) {
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Actor_ProjectPos(globalCtx, &actorArg->focus.pos, &projectedFocusPos, &cappedInvWDest);
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if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) || (1.0f <= fabsf(projectedFocusPos.y * cappedInvWDest))) {
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actorArg = NULL;
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}
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}
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@ -655,7 +655,7 @@ void Flags_SetCollectible(GlobalContext* globalCtx, s32 flag) {
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}
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}
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void func_8002CDE4(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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void TitleCard_Init(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensity = titleCtx->alpha = 0;
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}
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@ -701,48 +701,49 @@ void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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}
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void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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s32 spCC;
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s32 spC8;
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s32 unk1;
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s32 spC0;
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s32 sp38;
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s32 spB8;
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s32 spB4;
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s32 spB0;
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s32 width;
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s32 height;
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s32 unused;
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s32 titleX;
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s32 doubleWidth;
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s32 titleY;
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s32 titleSecondY;
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s32 textureLanguageOffset;
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if (titleCtx->alpha != 0) {
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spCC = titleCtx->width;
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spC8 = titleCtx->height;
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spC0 = (titleCtx->x * 4) - (spCC * 2);
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spB8 = (titleCtx->y * 4) - (spC8 * 2);
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sp38 = spCC * 2;
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width = titleCtx->width;
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height = titleCtx->height;
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titleX = (titleCtx->x * 4) - (width * 2);
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titleY = (titleCtx->y * 4) - (height * 2);
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doubleWidth = width * 2;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 2824);
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spB0 = spCC * spC8 * gSaveContext.language;
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spC8 = (spCC * spC8 > 0x1000) ? 0x1000 / spCC : spC8;
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spB4 = spB8 + (spC8 * 4);
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textureLanguageOffset = width * height * gSaveContext.language;
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height = (width * height > 0x1000) ? 0x1000 / width : height;
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titleSecondY = titleY + (height * 4);
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OVERLAY_DISP = func_80093808(OVERLAY_DISP);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
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(u8)titleCtx->alpha);
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + spB0, G_IM_FMT_IA, G_IM_SIZ_8b, spCC, spC8, 0,
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset, G_IM_FMT_IA, G_IM_SIZ_8b, width, height, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
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G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (spC8 * 4) - 1, G_TX_RENDERTILE,
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gSPTextureRectangle(OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4) - 1, G_TX_RENDERTILE,
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0, 0, 1 << 10, 1 << 10);
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spC8 = titleCtx->height - spC8;
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height = titleCtx->height - height;
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if (spC8 > 0) {
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + spB0 + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, spCC,
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spC8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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// If texture is bigger than 0x1000, display the rest
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if (height > 0) {
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, width,
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height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 + (spC8 * 4) - 1,
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gSPTextureRectangle(OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4, titleSecondY + (height * 4) - 1,
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G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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@ -750,7 +751,7 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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}
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}
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s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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s32 TitleCard_Clear(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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if ((globalCtx->actorCtx.titleCtx.delayTimer != 0) || (globalCtx->actorCtx.titleCtx.alpha != 0)) {
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titleCtx->durationTimer = 0;
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titleCtx->delayTimer = 0;
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@ -1550,11 +1551,11 @@ s8 func_8002F368(GlobalContext* globalCtx) {
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void Actor_GetScreenPos(GlobalContext* globalCtx, Actor* actor, s16* x, s16* y) {
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Vec3f projectedPos;
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f32 w;
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f32 cappedInvW;
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func_8002BE04(globalCtx, &actor->focus.pos, &projectedPos, &w);
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*x = projectedPos.x * w * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
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*y = projectedPos.y * w * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
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Actor_ProjectPos(globalCtx, &actor->focus.pos, &projectedPos, &cappedInvW);
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*x = projectedPos.x * cappedInvW * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
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*y = projectedPos.y * cappedInvW * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
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}
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u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
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@ -1977,7 +1978,7 @@ void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry*
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actorCtx->flags.clear = savedSceneFlags->clear;
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actorCtx->flags.collect = savedSceneFlags->collect;
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func_8002CDE4(globalCtx, &actorCtx->titleCtx);
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TitleCard_Init(globalCtx, &actorCtx->titleCtx);
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actorCtx->absoluteSpace = NULL;
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@ -321,7 +321,7 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
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LightPoint* params;
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Vec3f pos;
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Vec3f multDest;
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f32 wDest;
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f32 cappedInvWDest;
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f32 wX;
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f32 wY;
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s32 wZ;
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@ -336,13 +336,13 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
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pos.x = params->x;
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pos.y = params->y;
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pos.z = params->z;
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func_8002BE04(globalCtx, &pos, &multDest, &wDest);
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Actor_ProjectPos(globalCtx, &pos, &multDest, &cappedInvWDest);
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params->drawGlow = false;
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wX = multDest.x * wDest;
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wY = multDest.y * wDest;
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wX = multDest.x * cappedInvWDest;
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wY = multDest.y * cappedInvWDest;
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if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
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wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
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wZ = (s32)((multDest.z * cappedInvWDest) * 16352.0f) + 16352;
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zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4;
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if (1) {}
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if (1) {}
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@ -77,7 +77,7 @@ void* ZeldaArena_Calloc(u32 num, u32 size) {
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bzero(ret, n);
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}
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ZeldaArena_CheckPointer(ret, n, "zelda_calloc", "確保");
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ZeldaArena_CheckPointer(ret, n, "zelda_calloc", "確保"); // "Secure"
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return ret;
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}
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@ -2770,7 +2770,7 @@ void func_80835F44(GlobalContext* globalCtx, Player* this, s32 item) {
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(actionParam >= PLAYER_AP_BOTTLE_FISH)) {
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if (!func_8008E9C4(this) ||
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((actionParam >= PLAYER_AP_BOTTLE_POTION_RED) && (actionParam <= PLAYER_AP_BOTTLE_FAIRY))) {
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func_8002D53C(globalCtx, &globalCtx->actorCtx.titleCtx);
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TitleCard_Clear(globalCtx, &globalCtx->actorCtx.titleCtx);
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this->unk_6AD = 4;
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this->itemActionParam = actionParam;
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}
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@ -5890,7 +5890,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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Actor* interactedActor;
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if (iREG(67) || (((interactedActor = this->interactRangeActor) != NULL) &&
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func_8002D53C(globalCtx, &globalCtx->actorCtx.titleCtx))) {
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TitleCard_Clear(globalCtx, &globalCtx->actorCtx.titleCtx))) {
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if (iREG(67) || (this->getItemId > GI_NONE)) {
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if (iREG(67)) {
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this->getItemId = iREG(68);
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