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Merge branch 'master' into doc_pause_menu

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Dragorn421 2023-09-20 21:50:15 +02:00
commit d43613694c
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188 changed files with 4328 additions and 3791 deletions

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@ -1,26 +1,26 @@
<Root>
<File Name="object_shopnuts" Segment="6">
<!-- Business Scrub Skeleton -->
<Skeleton Name="gBusinessScrubSkel" Type="Flex" LimbType="Standard" Offset="0x41A8"/>
<Skeleton Name="gBusinessScrubSkel" Type="Flex" LimbType="Standard" LimbNone="BUSINESS_SCRUB_LIMB_NONE" LimbMax="BUSINESS_SCRUB_LIMB_MAX" EnumName="BusinessScrubLimb" Offset="0x41A8"/>
<!-- Business Scrub Limbs -->
<Limb Name="gBusinessScrubRootLimb" LimbType="Standard" Offset="0x4098"/>
<Limb Name="gBusinessScrubLeftThighLimb" LimbType="Standard" Offset="0x40A4"/>
<Limb Name="gBusinessScrubLeftShinLimb" LimbType="Standard" Offset="0x40B0"/>
<Limb Name="gBusinessScrubLeftFootLimb" LimbType="Standard" Offset="0x40BC"/>
<Limb Name="gBusinessScrubRightThighLimb" LimbType="Standard" Offset="0x40C8"/>
<Limb Name="gBusinessScrubRightShinLimb" LimbType="Standard" Offset="0x40D4"/>
<Limb Name="gBusinessScrubRightFootLimb" LimbType="Standard" Offset="0x40E0"/>
<Limb Name="gBusinessScrubTopLeafLimb" LimbType="Standard" Offset="0x40EC"/>
<Limb Name="gBusinessScrubNoseLimb" LimbType="Standard" Offset="0x40F8"/>
<Limb Name="gBusinessScrubLeftUpperArmLimb" LimbType="Standard" Offset="0x4104"/>
<Limb Name="gBusinessScrubLeftForearmLimb" LimbType="Standard" Offset="0x4110"/>
<Limb Name="gBusinessScrubLeftHandLimb" LimbType="Standard" Offset="0x411C"/>
<Limb Name="gBusinessScrubRightUpperArmLimb" LimbType="Standard" Offset="0x4128"/>
<Limb Name="gBusinessScrubRightForearmLimb" LimbType="Standard" Offset="0x4134"/>
<Limb Name="gBusinessScrubRightHandLimb" LimbType="Standard" Offset="0x4140"/>
<Limb Name="gBusinessScrubEyesLimb" LimbType="Standard" Offset="0x414C"/>
<Limb Name="gBusinessScrubBodyLimb" LimbType="Standard" Offset="0x4158"/>
<Limb Name="gBusinessScrubRootLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_ROOT" Offset="0x4098"/>
<Limb Name="gBusinessScrubLeftThighLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_THIGH" Offset="0x40A4"/>
<Limb Name="gBusinessScrubLeftShinLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_SHIN" Offset="0x40B0"/>
<Limb Name="gBusinessScrubLeftFootLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_FOOT" Offset="0x40BC"/>
<Limb Name="gBusinessScrubRightThighLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_THIGH" Offset="0x40C8"/>
<Limb Name="gBusinessScrubRightShinLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_SHIN" Offset="0x40D4"/>
<Limb Name="gBusinessScrubRightFootLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_FOOT" Offset="0x40E0"/>
<Limb Name="gBusinessScrubTopLeafLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_TOP_LEAF" Offset="0x40EC"/>
<Limb Name="gBusinessScrubNoseLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_NOSE" Offset="0x40F8"/>
<Limb Name="gBusinessScrubLeftUpperArmLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_UPPER_ARM" Offset="0x4104"/>
<Limb Name="gBusinessScrubLeftForearmLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_FOREARM" Offset="0x4110"/>
<Limb Name="gBusinessScrubLeftHandLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_LEFT_HAND" Offset="0x411C"/>
<Limb Name="gBusinessScrubRightUpperArmLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_UPPER_ARM" Offset="0x4128"/>
<Limb Name="gBusinessScrubRightForearmLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_FOREARM" Offset="0x4134"/>
<Limb Name="gBusinessScrubRightHandLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_RIGHT_HAND" Offset="0x4140"/>
<Limb Name="gBusinessScrubEyesLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_EYES" Offset="0x414C"/>
<Limb Name="gBusinessScrubBodyLimb" LimbType="Standard" EnumName="BUSINESS_SCRUB_LIMB_BODY" Offset="0x4158"/>
<!-- Business Scrub Limb DisplayLists -->
<DList Name="gBusinessScrubRootLeafDL" Offset="0x3C80"/>
@ -54,14 +54,14 @@
<DList Name="gBusinessScrubDekuNutDL" Offset="0x4008"/>
<!-- Business Scrub Animations -->
<Animation Name="gBusinessScrubAnim_1EC" Offset="0x1EC"/>
<Animation Name="gBusinessScrubAnim_39C" Offset="0x39C"/>
<Animation Name="gBusinessScrubThrowNutAnim" Offset="0x1EC"/>
<Animation Name="gBusinessScrubPeekBurrowAnim" Offset="0x39C"/>
<Animation Name="gBusinessScrubRotateAnim" Offset="0x764"/>
<Animation Name="gBusinessScrubNervousTransitionAnim" Offset="0x9A0"/>
<Animation Name="gBusinessScrubLookAroundAnim" Offset="0xBA0"/>
<Animation Name="gBusinessScrubNervousIdleAnim" Offset="0x1108"/>
<Animation Name="gBusinessScrubAnim_139C" Offset="0x139C"/>
<Animation Name="gBusinessScrubAnim_4404" Offset="0x4404"/>
<Animation Name="gBusinessScrubAnim_4574" Offset="0x4574"/>
<Animation Name="gBusinessScrubInitialAnim" Offset="0x139C"/>
<Animation Name="gBusinessScrubLeaveBurrowAnim" Offset="0x4404"/>
<Animation Name="gBusinessScrubPeekAnim" Offset="0x4574"/>
</File>
</Root>

12
include/attributes.h Normal file
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@ -0,0 +1,12 @@
#ifndef ATTRIBUTES_H
#define ATTRIBUTES_H
#ifndef __GNUC__
#define __attribute__(x)
#endif
#define UNUSED __attribute__((unused))
#define FALLTHROUGH __attribute__((fallthrough))
#define NORETURN __attribute__((noreturn))
#endif

View file

@ -42,8 +42,8 @@ void Fault_Init(void);
// Fatal Errors
void Fault_AddHungupAndCrashImpl(const char* exp1, const char* exp2);
void Fault_AddHungupAndCrash(const char* file, s32 line);
NORETURN void Fault_AddHungupAndCrashImpl(const char* exp1, const char* exp2);
NORETURN void Fault_AddHungupAndCrash(const char* file, s32 line);
// Client Registration

View file

@ -30,13 +30,13 @@ void Locale_ResetRegion(void);
u32 func_80001F48(void);
u32 func_80001F8C(void);
u32 Locale_IsRegionNative(void);
void __assert(const char* exp, const char* file, s32 line);
NORETURN void __assert(const char* exp, const char* file, s32 line);
void isPrintfInit(void);
void osSyncPrintfUnused(const char* fmt, ...);
void osSyncPrintf(const char* fmt, ...);
void rmonPrintf(const char* fmt, ...);
void* is_proutSyncPrintf(void* arg, const char* str, u32 count);
void func_80002384(const char* exp, const char* file, u32 line);
NORETURN void func_80002384(const char* exp, const char* file, u32 line);
OSPiHandle* osDriveRomInit(void);
void Mio0_Decompress(Yaz0Header* hdr, u8* dst);
void StackCheck_Init(StackEntry* entry, void* stackBottom, void* stackTop, u32 initValue, s32 minSpace,
@ -458,7 +458,7 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectId);
s16 objectSlot);
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type);
void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne,
f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting);
@ -856,7 +856,7 @@ s32 Math_StepUntilS(s16* pValue, s16 limit, s16 step);
s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step);
s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step);
s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep);
void func_80077D10(f32* arg0, s16* arg1, Input* input);
void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, Input* input);
s16 Rand_S16Offset(s16 base, s16 range);
void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src);
void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src);
@ -1069,7 +1069,7 @@ void Gfx_SetupDL_37Opa(GraphicsContext* gfxCtx);
Gfx* Gfx_SetupDL_39(Gfx* gfx);
void Gfx_SetupDL_39Opa(GraphicsContext* gfxCtx);
void Gfx_SetupDL_39Overlay(GraphicsContext* gfxCtx);
void Gfx_SetupDL_39Ptr(Gfx** gfxp);
void Gfx_SetupDL_39Ptr(Gfx** gfxP);
void Gfx_SetupDL_40Opa(GraphicsContext* gfxCtx);
void Gfx_SetupDL_41Opa(GraphicsContext* gfxCtx);
void Gfx_SetupDL_47Xlu(GraphicsContext* gfxCtx);
@ -1081,8 +1081,8 @@ void Gfx_SetupDL_42Overlay(GraphicsContext* gfxCtx);
void Gfx_SetupDL_27Xlu(GraphicsContext* gfxCtx);
void Gfx_SetupDL_60NoCDXlu(GraphicsContext* gfxCtx);
void Gfx_SetupDL_61Xlu(GraphicsContext* gfxCtx);
void Gfx_SetupDL_56Ptr(Gfx** gfxp);
Gfx* Gfx_BranchTexScroll(Gfx** gfxp, u32 x, u32 y, s32 width, s32 height);
void Gfx_SetupDL_56Ptr(Gfx** gfxP);
Gfx* Gfx_BranchTexScroll(Gfx** gfxP, u32 x, u32 y, s32 width, s32 height);
Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y);
Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height);
Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, u32 x2,
@ -1106,11 +1106,10 @@ void Sample_Init(GameState* thisx);
void Inventory_ChangeEquipment(s16 equipment, u16 value);
u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment);
void Inventory_ChangeUpgrade(s16 upgrade, s16 value);
s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId);
void Object_InitBank(PlayState* play, ObjectContext* objectCtx);
void Object_UpdateBank(ObjectContext* objectCtx);
s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 bankIndex);
void Object_InitContext(PlayState* play, ObjectContext* objectCtx);
void Object_UpdateEntries(ObjectContext* objectCtx);
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
void func_800981B8(ObjectContext* objectCtx);
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
@ -1187,7 +1186,7 @@ void View_Apply(View* view, s32 mask);
s32 View_ApplyOrthoToOverlay(View* view);
s32 View_ApplyPerspectiveToOverlay(View* view);
s32 View_UpdateViewingMatrix(View* view);
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxp);
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP);
s32 View_ErrorCheckEyePosition(f32 eyeX, f32 eyeY, f32 eyeZ);
void ViMode_LogPrint(OSViMode* osViMode);
void ViMode_Configure(ViMode* viMode, s32 type, s32 tvType, s32 loRes, s32 antialiasOff, s32 modeN, s32 fb16Bit,
@ -1198,15 +1197,6 @@ void ViMode_Init(ViMode* viMode);
void ViMode_Destroy(ViMode* viMode);
void ViMode_ConfigureFeatures(ViMode* viMode, s32 viFeatures);
void ViMode_Update(ViMode* viMode, Input* input);
void func_800ACE70(struct_801664F0* this);
void func_800ACE90(struct_801664F0* this);
void func_800ACE98(struct_801664F0* this, Gfx** gfxp);
void VisMono_Init(VisMono* this);
void VisMono_Destroy(VisMono* this);
void VisMono_Draw(VisMono* this, Gfx** gfxp);
void func_800AD920(struct_80166500* this);
void func_800AD950(struct_80166500* this);
void func_800AD958(struct_80166500* this, Gfx** gfxp);
void PlayerCall_InitFuncPtrs(void);
void TransitionTile_Destroy(TransitionTile* this);
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
@ -1305,15 +1295,15 @@ void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf,
void PreRender_Init(PreRender* this);
void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
void PreRender_Destroy(PreRender* this);
void func_800C170C(PreRender* this, Gfx** gfxp, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a);
void func_800C1AE8(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave);
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxp);
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxp);
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxp);
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxp);
void func_800C213C(PreRender* this, Gfx** gfxp);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxp);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxp);
void func_800C170C(PreRender* this, Gfx** gfxP, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a);
void func_800C1AE8(PreRender* this, Gfx** gfxP, void* fbuf, void* fbufSave);
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxP);
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxP);
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxP);
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxP);
void func_800C213C(PreRender* this, Gfx** gfxP);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
void PreRender_ApplyFilters(PreRender* this);
void AudioMgr_StopAllSfx(void);
void func_800C3C80(AudioMgr* audioMgr);
@ -1323,8 +1313,8 @@ void AudioMgr_ThreadEntry(void* arg0);
void AudioMgr_Unlock(AudioMgr* audioMgr);
void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Scheduler* sched, IrqMgr* irqMgr);
void GameState_FaultPrint(void);
void GameState_SetFBFilter(Gfx** gfx);
void GameState_DrawInputDisplay(u16 input, Gfx** gfx);
void GameState_SetFBFilter(Gfx** gfxP);
void GameState_DrawInputDisplay(u16 input, Gfx** gfxP);
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx);
void GameState_SetFrameBuffer(GraphicsContext* gfxCtx);
void GameState_ReqPadData(GameState* gameState);
@ -1358,7 +1348,7 @@ void Graph_OpenDisps(Gfx** dispRefs, GraphicsContext* gfxCtx, const char* file,
void Graph_CloseDisps(Gfx** dispRefs, GraphicsContext* gfxCtx, const char* file, s32 line);
Gfx* Graph_GfxPlusOne(Gfx* gfx);
Gfx* Graph_BranchDlist(Gfx* gfx, Gfx* dst);
void* Graph_DlistAlloc(Gfx** gfx, u32 size);
void* Graph_DlistAlloc(Gfx** gfxP, u32 size);
ListAlloc* ListAlloc_Init(ListAlloc* this);
void* ListAlloc_Alloc(ListAlloc* this, u32 size);
void ListAlloc_Free(ListAlloc* this, void* data);
@ -1476,7 +1466,7 @@ u64* SysUcode_GetUCodeBoot(void);
size_t SysUcode_GetUCodeBootSize(void);
u64* SysUcode_GetUCode(void);
u64* SysUcode_GetUCodeData(void);
void func_800D31A0(void);
NORETURN void func_800D31A0(void);
void func_800D31F0(void);
void func_800D3210(void);
void DebugArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);

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@ -1,19 +1,12 @@
#ifndef MACROS_H
#define MACROS_H
#ifndef __GNUC__
#define __attribute__(x)
#endif
#ifndef AVOID_UB
#define BAD_RETURN(type) type
#else
#define BAD_RETURN(type) void
#endif
#define UNUSED __attribute__((unused))
#define FALLTHROUGH __attribute__((fallthrough))
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))

View file

@ -3,6 +3,7 @@
#include "ultra64.h"
#include "ultra64/gs2dex.h"
#include "attributes.h"
#include "z64save.h"
#include "z64light.h"
#include "z64bgcheck.h"
@ -34,6 +35,7 @@
#include "z64skybox.h"
#include "z64sram.h"
#include "z64view.h"
#include "z64vis.h"
#include "alignment.h"
#include "seqcmd.h"
#include "sequence.h"
@ -794,29 +796,4 @@ typedef struct {
/* 0x84 */ u32 unk_84;
} ViMode; // size = 0x88
// Vis...
typedef struct {
/* 0x00 */ u32 type;
/* 0x04 */ u32 setScissor;
/* 0x08 */ Color_RGBA8_u32 color;
/* 0x0C */ Color_RGBA8_u32 envColor;
} struct_801664F0; // size = 0x10
typedef struct {
/* 0x00 */ u32 unk_00;
/* 0x04 */ u32 setScissor;
/* 0x08 */ Color_RGBA8_u32 primColor;
/* 0x0C */ Color_RGBA8_u32 envColor;
/* 0x10 */ u16* tlut;
/* 0x14 */ Gfx* dList;
} VisMono; // size = 0x18
// Vis...
typedef struct {
/* 0x00 */ u32 useRgba;
/* 0x04 */ u32 setScissor;
/* 0x08 */ Color_RGBA8_u32 primColor;
/* 0x08 */ Color_RGBA8_u32 envColor;
} struct_80166500; // size = 0x10
#endif

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@ -199,7 +199,7 @@ typedef struct Actor {
/* 0x004 */ u32 flags; // Flags used for various purposes
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
/* 0x01E */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank"
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
/* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle
/* 0x024 */ PosRot world; // Position/rotation in the world
@ -287,14 +287,14 @@ typedef struct DynaPolyActor {
typedef struct {
/* 0x00 */ MtxF* matrices;
/* 0x04 */ s16* objectIds;
/* 0x04 */ s16* objectSlots;
/* 0x08 */ s16 count;
/* 0x0C */ Gfx** dLists;
/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
/* 0x14 */ s32 prevLimbIndex;
} BodyBreak;
#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
#define BODYBREAK_OBJECT_SLOT_DEFAULT -1 // use the same object as the actor
#define BODYBREAK_STATUS_READY -1
#define BODYBREAK_STATUS_FINISHED 0

View file

@ -246,7 +246,7 @@ typedef struct {
#define rgEnvColorG regs[8]
#define rgEnvColorB regs[9]
#define rgEnvColorA regs[10]
#define rgObjBankIdx regs[11]
#define rgObjectSlot regs[11]
#define DEFINE_EFFECT_SS(_0, enum) enum,
#define DEFINE_EFFECT_SS_UNSET(enum) enum,

View file

@ -4,24 +4,22 @@
#include "ultra64.h"
#include "z64dma.h"
#define OBJECT_EXCHANGE_BANK_MAX 19
typedef struct {
/* 0x00 */ s16 id;
/* 0x04 */ void* segment;
/* 0x08 */ DmaRequest dmaRequest;
/* 0x00 */ s16 id;
/* 0x04 */ void* segment;
/* 0x08 */ DmaRequest dmaRequest;
/* 0x28 */ OSMesgQueue loadQueue;
/* 0x40 */ OSMesg loadMsg;
} ObjectStatus; // size = 0x44
/* 0x40 */ OSMesg loadMsg;
} ObjectEntry; // size = 0x44
typedef struct {
/* 0x0000 */ void* spaceStart;
/* 0x0004 */ void* spaceEnd; // original name: "endSegment"
/* 0x0008 */ u8 num; // number of objects in bank
/* 0x0009 */ u8 unk_09;
/* 0x000A */ u8 mainKeepIndex; // "gameplay_keep" index in bank
/* 0x000B */ u8 subKeepIndex; // "gameplay_field_keep" or "gameplay_dangeon_keep" index in bank
/* 0x000C */ ObjectStatus status[OBJECT_EXCHANGE_BANK_MAX];
/* 0x0000 */ void* spaceStart;
/* 0x0004 */ void* spaceEnd; // original name: "endSegment"
/* 0x0008 */ u8 numEntries; // total amount of used entries
/* 0x0009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room)
/* 0x000A */ u8 mainKeepSlot; // "gameplay_keep" slot
/* 0x000B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot
/* 0x000C */ ObjectEntry slots[19];
} ObjectContext; // size = 0x518
#define DEFINE_OBJECT(_0, enum) enum,
@ -31,7 +29,7 @@ typedef struct {
typedef enum {
#include "tables/object_table.h"
/* 0x0192 */ OBJECT_ID_MAX
} ObjectID;
} ObjectId;
#undef DEFINE_OBJECT
#undef DEFINE_OBJECT_NULL

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@ -459,8 +459,16 @@ typedef enum {
/* 0x67 */ PLAYER_CSMODE_MAX
} PlayerCutsceneMode;
typedef enum {
/* 0 */ PLAYER_LEDGE_CLIMB_NONE,
/* 1 */ PLAYER_LEDGE_CLIMB_1,
/* 2 */ PLAYER_LEDGE_CLIMB_2,
/* 3 */ PLAYER_LEDGE_CLIMB_3,
/* 4 */ PLAYER_LEDGE_CLIMB_4
} PlayerLedgeClimbType;
typedef struct {
/* 0x00 */ f32 unk_00;
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 unk_04;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
@ -474,7 +482,7 @@ typedef struct {
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ f32 unk_34;
/* 0x38 */ f32 unk_38;
/* 0x38 */ f32 wallCheckRadius;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ Vec3s unk_44;
@ -501,6 +509,8 @@ typedef struct {
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
#define LEDGE_DIST_MAX 399.96002f
#define PLAYER_STATE1_0 (1 << 0)
#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
#define PLAYER_STATE1_2 (1 << 2)
@ -509,7 +519,7 @@ typedef struct {
#define PLAYER_STATE1_5 (1 << 5)
#define PLAYER_STATE1_6 (1 << 6)
#define PLAYER_STATE1_7 (1 << 7)
#define PLAYER_STATE1_8 (1 << 8)
#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8)
#define PLAYER_STATE1_9 (1 << 9)
#define PLAYER_STATE1_10 (1 << 10)
#define PLAYER_STATE1_11 (1 << 11)
@ -543,7 +553,7 @@ typedef struct {
#define PLAYER_STATE2_6 (1 << 6)
#define PLAYER_STATE2_7 (1 << 7)
#define PLAYER_STATE2_8 (1 << 8)
#define PLAYER_STATE2_9 (1 << 9)
#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
#define PLAYER_STATE2_10 (1 << 10)
#define PLAYER_STATE2_11 (1 << 11)
#define PLAYER_STATE2_12 (1 << 12)
@ -576,185 +586,185 @@ typedef struct {
#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
#define PLAYER_STATE3_7 (1 << 7)
typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*);
typedef s32 (*ItemActionFunc)(struct Player*, struct PlayState*);
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 unk_15A;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 itemChangeType;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s8 getItemId;
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s8 getItemId;
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerFunc674 func_674;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerActionFunc actionFunc;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime skelAnime2;
/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ PlayerFunc82C func_82C;
/* 0x0830 */ f32 unk_830;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 unk_84F;
/* 0x0850 */ s16 unk_850; // multipurpose timer
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s8 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top
/* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane
/* 0x088C */ u8 unk_88C;
/* 0x088D */ u8 unk_88D;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 unk_898;
/* 0x089A */ s16 unk_89A;
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime skelAnimeUpper;
/* 0x070C */ Vec3s jointTableUpper[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s morphTableUpper[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ ItemActionFunc itemActionFunc;
/* 0x0830 */ f32 skelAnimeUpperBlendWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 actionVar1; // context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ s16 actionVar2; // context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s8 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType;
/* 0x088D */ u8 ledgeClimbDelayTimer;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 unk_A79;
/* 0x0A7A */ u8 unk_A7A;
/* 0x0A7B */ u8 unk_A7B;
/* 0x0A7C */ f32 unk_A7C;
/* 0x0A80 */ s16 unk_A80;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty;
/* 0x0A7B */ u8 prevFloorType;
/* 0x0A7C */ f32 prevControlStickMagnitude;
/* 0x0A80 */ s16 prevControlStickAngle;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
} Player; // size = 0xA94
#endif

View file

@ -606,7 +606,7 @@ typedef enum {
#define ITEMGETINF_08 0x08
#define ITEMGETINF_09 0x09
#define ITEMGETINF_0A 0x0A
#define ITEMGETINF_0B 0x0B
#define ITEMGETINF_DEKU_HEART_PIECE 0x0B
#define ITEMGETINF_0C 0x0C
#define ITEMGETINF_0D 0x0D
#define ITEMGETINF_0E 0x0E
@ -776,8 +776,8 @@ typedef enum {
#define INFTABLE_17F 0x17F
#define INFTABLE_190 0x190
#define INFTABLE_191 0x191
#define INFTABLE_192 0x192
#define INFTABLE_193 0x193
#define INFTABLE_HAS_DEKU_STICK_UPGRADE 0x192
#define INFTABLE_HAS_DEKU_NUT_UPGRADE 0x193
#define INFTABLE_195 0x195
#define INFTABLE_196 0x196
#define INFTABLE_197 0x197

87
include/z64vis.h Normal file
View file

@ -0,0 +1,87 @@
#ifndef Z64_VIS_H
#define Z64_VIS_H
#include "ultra64.h"
#include "color.h"
typedef enum {
/* 0 */ FB_FILTER_NONE,
/* 1 */ FB_FILTER_CVG_RGB,
/* 2 */ FB_FILTER_CVG_RGB_UNIFORM,
/* 3 */ FB_FILTER_CVG_ONLY,
/* 4 */ FB_FILTER_CVG_RGB_FOG, // Not recommended, easily overflows blender
/* 5 */ FB_FILTER_ZBUF_IA,
/* 6 */ FB_FILTER_ZBUF_RGBA,
/* 7 */ FB_FILTER_MONO
} FramebufferFilterType;
typedef enum {
/* 0 */ VIS_NO_SETSCISSOR,
/* 1 */ VIS_SETSCISSOR
} VisScissorType;
typedef struct {
/* 0x00 */ u32 type;
/* 0x04 */ u32 scissorType;
/* 0x08 */ Color_RGBA8_u32 primColor;
/* 0x0C */ Color_RGBA8_u32 envColor;
} Vis; // size = 0x10
/* Cvg: Coverage */
#define FB_FILTER_TO_CVG_TYPE(filter) (filter)
typedef enum {
/* 0 */ VIS_CVG_TYPE_NONE = FB_FILTER_TO_CVG_TYPE(FB_FILTER_NONE),
/* 1 */ VIS_CVG_TYPE_CVG_RGB = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB),
/* 2 */ VIS_CVG_TYPE_CVG_RGB_UNIFORM = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_UNIFORM),
/* 3 */ VIS_CVG_TYPE_CVG_ONLY = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_ONLY),
/* 4 */ VIS_CVG_TYPE_CVG_RGB_FOG = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_FOG)
} VisCvgType;
typedef struct {
/* 0x00 */ Vis vis;
} VisCvg; // size = 0x10
void VisCvg_Init(VisCvg* this);
void VisCvg_Destroy(VisCvg* this);
void VisCvg_Draw(VisCvg* this, Gfx** gfxP);
/* Mono: Desaturation */
// Only one type
typedef struct {
/* 0x00 */ Vis vis;
/* 0x10 */ u16* tlut;
/* 0x14 */ Gfx* dList;
} VisMono; // size = 0x18
void VisMono_Init(VisMono* this);
void VisMono_Destroy(VisMono* this);
void VisMono_Draw(VisMono* this, Gfx** gfxP);
/* ZBuf: Z-Buffer */
#define FB_FILTER_TO_ZBUF_TYPE(filter) ((filter) - FB_FILTER_ZBUF_IA)
typedef enum {
/* 0 */ VIS_ZBUF_TYPE_IA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_IA),
/* 1 */ VIS_ZBUF_TYPE_RGBA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_RGBA)
} VisZBufType;
typedef struct {
/* 0x00 */ Vis vis;
} VisZBuf; // size = 0x10
void VisZBuf_Init(VisZBuf* this);
void VisZBuf_Destroy(VisZBuf* this);
void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP);
#endif

4
spec
View file

@ -366,9 +366,9 @@ beginseg
include "build/data/unk_8012ABC0.data.o"
include "build/src/code/z_view.o"
include "build/src/code/z_vimode.o"
include "build/src/code/code_800ACE70.o"
include "build/src/code/z_viscvg.o"
include "build/src/code/z_vismono.o"
include "build/src/code/code_800AD920.o"
include "build/src/code/z_viszbuf.o"
include "build/src/code/z_vr_box.o"
include "build/src/code/z_vr_box_draw.o"
include "build/src/code/z_player_call.o"

View file

@ -1,6 +1,6 @@
#include "global.h"
void __assert(const char* exp, const char* file, s32 line) {
NORETURN void __assert(const char* exp, const char* file, s32 line) {
char msg[256];
osSyncPrintf("Assertion failed: %s, file %s, line %d, thread %d\n", exp, file, line, osGetThreadId(NULL));

View file

@ -86,7 +86,7 @@ void* is_proutSyncPrintf(void* arg, const char* str, u32 count) {
return (void*)1;
}
void func_80002384(const char* exp, const char* file, u32 line) {
NORETURN void func_80002384(const char* exp, const char* file, u32 line) {
osSyncPrintf("File:%s Line:%d %s \n", file, line, exp);
while (true) {
;

View file

@ -231,7 +231,7 @@ void DmaMgr_DmaFromDriveRom(void* ram, uintptr_t rom, size_t size) {
*
* This function does not return.
*/
void DmaMgr_Error(DmaRequest* req, const char* file, const char* errorName, const char* errorDesc) {
NORETURN void DmaMgr_Error(DmaRequest* req, const char* file, const char* errorName, const char* errorDesc) {
uintptr_t vrom = req->vromAddr;
void* ram = req->dramAddr;
size_t size = req->size;

View file

@ -43,19 +43,19 @@ void PreRender_Destroy(PreRender* this) {
/**
* Copies RGBA16 image `img` to `imgDst`
*
* @param gfxp Display list pointer
* @param gfxP Display list pointer
* @param img Image to copy from
* @param imgDst Buffer to copy to
*/
void PreRender_CopyImage(PreRender* this, Gfx** gfxp, void* img, void* imgDst) {
void PreRender_CopyImage(PreRender* this, Gfx** gfxP, void* img, void* imgDst) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 215);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 216);
gfx = *gfxp;
LogUtils_CheckNullPointer("glistpp", gfxP, "../PreRender.c", 216);
gfx = *gfxP;
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 218);
gDPPipeSync(gfx++);
@ -101,22 +101,22 @@ void PreRender_CopyImage(PreRender* this, Gfx** gfxp, void* img, void* imgDst) {
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxp = gfx;
*gfxP = gfx;
}
/**
* Copies part of `this->fbufSave` in the region (this->ulx, this->uly), (this->lrx, this->lry) to the same location in
* `this->fbuf`.
*/
void PreRender_CopyImageRegionImpl(PreRender* this, Gfx** gfxp) {
void PreRender_CopyImageRegionImpl(PreRender* this, Gfx** gfxP) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 278);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 279);
gfx = *gfxp;
LogUtils_CheckNullPointer("glistpp", gfxP, "../PreRender.c", 279);
gfx = *gfxP;
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 281);
gDPPipeSync(gfx++);
@ -164,22 +164,22 @@ void PreRender_CopyImageRegionImpl(PreRender* this, Gfx** gfxp) {
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
*gfxp = gfx;
*gfxP = gfx;
}
/**
* Copies `buf` to `bufSave`, discarding the alpha channel and modulating the RGB channel by
* the color ('r', 'g', 'b', 'a')
*/
void func_800C170C(PreRender* this, Gfx** gfxp, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a) {
void func_800C170C(PreRender* this, Gfx** gfxP, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 343);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 344);
gfx = *gfxp;
LogUtils_CheckNullPointer("glistpp", gfxP, "../PreRender.c", 344);
gfx = *gfxP;
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 346);
gDPPipeSync(gfx++);
@ -232,33 +232,33 @@ void func_800C170C(PreRender* this, Gfx** gfxp, void* buf, void* bufSave, u32 r,
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxp = gfx;
*gfxP = gfx;
}
/**
* Copies `fbuf` to `fbufSave`, discarding the alpha channel and leaving the rgb channel unchanged
*/
void func_800C1AE8(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave) {
func_800C170C(this, gfxp, fbuf, fbufSave, 255, 255, 255, 255);
void func_800C1AE8(PreRender* this, Gfx** gfxP, void* fbuf, void* fbufSave) {
func_800C170C(this, gfxP, fbuf, fbufSave, 255, 255, 255, 255);
}
/**
* Reads the coverage values stored in the RGBA16 format `img` with dimensions `this->width`, `this->height` and
* converts it to an 8-bpp intensity image.
*
* @param gfxp Display list pointer
* @param gfxP Display list pointer
* @param img Image to read coverage from
* @param cvgDst Buffer to store coverage into
*/
void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxp, void* img, void* cvgDst) {
void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxP, void* img, void* cvgDst) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 422);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 423);
gfx = *gfxp;
LogUtils_CheckNullPointer("glistpp", gfxP, "../PreRender.c", 423);
gfx = *gfxP;
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 425);
gDPPipeSync(gfx++);
@ -326,30 +326,30 @@ void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxp, void* img, void*
// Reset the color image to the current framebuffer
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxp = gfx;
*gfxP = gfx;
}
/**
* Saves zbuf to zbufSave
*/
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxp) {
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxP) {
LogUtils_CheckNullPointer("this->zbuf_save", this->zbufSave, "../PreRender.c", 481);
LogUtils_CheckNullPointer("this->zbuf", this->zbuf, "../PreRender.c", 482);
if ((this->zbufSave != NULL) && (this->zbuf != NULL)) {
PreRender_CopyImage(this, gfxp, this->zbuf, this->zbufSave);
PreRender_CopyImage(this, gfxP, this->zbuf, this->zbufSave);
}
}
/**
* Saves fbuf to fbufSave
*/
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxp) {
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxP) {
LogUtils_CheckNullPointer("this->fbuf_save", this->fbufSave, "../PreRender.c", 495);
LogUtils_CheckNullPointer("this->fbuf", this->fbuf, "../PreRender.c", 496);
if ((this->fbufSave != NULL) && (this->fbuf != NULL)) {
func_800C1AE8(this, gfxp, this->fbuf, this->fbufSave);
func_800C1AE8(this, gfxP, this->fbuf, this->fbufSave);
}
}
@ -357,8 +357,8 @@ void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxp) {
* Fetches the coverage of the current framebuffer into an image of the same format as the current color image, storing
* it over the framebuffer in memory.
*/
void PreRender_FetchFbufCoverage(PreRender* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
void PreRender_FetchFbufCoverage(PreRender* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
// Set the blend color to full white and set maximum depth.
@ -392,33 +392,33 @@ void PreRender_FetchFbufCoverage(PreRender* this, Gfx** gfxp) {
gDPFillRectangle(gfx++, 0, 0, this->width, this->height);
gDPPipeSync(gfx++);
*gfxp = gfx;
*gfxP = gfx;
}
/**
* Draws the coverage of the current framebuffer `this->fbuf` to an I8 image at `this->cvgSave`. Overwrites
* `this->fbuf` in the process.
*/
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxp) {
PreRender_FetchFbufCoverage(this, gfxp);
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxP) {
PreRender_FetchFbufCoverage(this, gfxP);
LogUtils_CheckNullPointer("this->cvg_save", this->cvgSave, "../PreRender.c", 532);
if (this->cvgSave != NULL) {
PreRender_CoverageRgba16ToI8(this, gfxp, this->fbuf, this->cvgSave);
PreRender_CoverageRgba16ToI8(this, gfxP, this->fbuf, this->cvgSave);
}
}
/**
* Restores zbufSave to zbuf
*/
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxp) {
PreRender_CopyImage(this, gfxp, this->zbufSave, this->zbuf);
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxP) {
PreRender_CopyImage(this, gfxP, this->zbufSave, this->zbuf);
}
/**
* Draws a full-screen image to the current framebuffer, that sources the rgb channel from `this->fbufSave` and
* the alpha channel from `this->cvgSave` modulated by environment color.
*/
void func_800C213C(PreRender* this, Gfx** gfxp) {
void func_800C213C(PreRender* this, Gfx** gfxP) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
@ -427,8 +427,8 @@ void func_800C213C(PreRender* this, Gfx** gfxp) {
if (this->cvgSave != NULL) {
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 563);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 564);
gfx = *gfxp;
LogUtils_CheckNullPointer("glistpp", gfxP, "../PreRender.c", 564);
gfx = *gfxP;
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 566);
gDPPipeSync(gfx++);
@ -482,23 +482,23 @@ void func_800C213C(PreRender* this, Gfx** gfxp) {
}
gDPPipeSync(gfx++);
*gfxp = gfx;
*gfxP = gfx;
}
}
/**
* Copies fbufSave to fbuf
*/
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxp) {
PreRender_CopyImage(this, gfxp, this->fbufSave, this->fbuf);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP) {
PreRender_CopyImage(this, gfxP, this->fbufSave, this->fbuf);
}
/**
* Copies part of `this->fbufSave` in the region (this->ulx, this->uly), (this->lrx, this->lry) to the same location in
* `this->fbuf`.
*/
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxp) {
PreRender_CopyImageRegionImpl(this, gfxp);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP) {
PreRender_CopyImageRegionImpl(this, gfxP);
}
/**

View file

@ -1,97 +0,0 @@
#include "global.h"
// Note : This file is related to z_vismono, the original name was probably z_vis<something before "mono"
// alphabetically>
Gfx D_8012AC00[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_VISCVG | G_RM_VISCVG2),
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsDPPipeSync(),
gsDPSetBlendColor(0, 0, 0, 8),
gsSPEndDisplayList(),
};
Gfx D_8012AC28[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM)),
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
Gfx D_8012AC40[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
Gfx D_8012AC58[] = {
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_DISABLE | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2),
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
// Init
void func_800ACE70(struct_801664F0* this) {
this->type = 0;
this->setScissor = false;
this->color.r = 255;
this->color.g = 255;
this->color.b = 255;
this->color.a = 255;
}
// Destroy
void func_800ACE90(struct_801664F0* this) {
}
// Draw
void func_800ACE98(struct_801664F0* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
gDPPipeSync(gfx++);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
if (this->setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
switch (this->type) {
case 1:
gSPDisplayList(gfx++, D_8012AC40);
break;
case 2:
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->color.rgba);
gSPDisplayList(gfx++, D_8012AC58);
break;
case 3:
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->color.rgba);
gSPDisplayList(gfx++, D_8012AC00);
break;
case 4:
gDPSetColor(gfx++, G_SETFOGCOLOR, this->color.rgba);
gSPDisplayList(gfx++, D_8012AC28);
break;
}
gDPPipeSync(gfx++);
*gfxp = gfx;
}

View file

@ -1,60 +0,0 @@
#include "global.h"
// Note : This file is related to z_vismono, the original name was probably z_vis<something after "mono" alphabetically>
// z-buffer
extern u16 D_0E000000[];
// Init
void func_800AD920(struct_80166500* this) {
this->useRgba = false;
this->setScissor = false;
this->primColor.r = 255;
this->primColor.g = 255;
this->primColor.b = 255;
this->primColor.a = 255;
this->envColor.a = 255;
this->envColor.r = 0;
this->envColor.g = 0;
this->envColor.b = 0;
}
// Destroy
void func_800AD950(struct_80166500* this) {
}
// Draw
void func_800AD958(struct_80166500* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
u16* tex = D_0E000000;
s32 fmt = !this->useRgba ? G_IM_FMT_IA : G_IM_FMT_RGBA;
s32 y;
s32 height = 6;
gDPPipeSync(gfx++);
if (this->setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba);
for (y = 0; y <= SCREEN_HEIGHT - height; y += height) {
gDPLoadTextureBlock(gfx++, tex, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
tex += SCREEN_WIDTH * height;
}
gDPPipeSync(gfx++);
*gfxp = gfx;
}

View file

@ -61,7 +61,7 @@ s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s
}
*curFrame += advance;
if (*curFrame >= 1) {
if (point[++*keyFrame + 3].continueFlag == CS_CMD_STOP) {
if (point[++*keyFrame + 3].continueFlag == CS_CAM_STOP) {
*keyFrame = 0;
ret = true;
}

View file

@ -3,7 +3,7 @@
u32 gIsCtrlr2Valid = false;
void func_800D31A0(void) {
NORETURN void func_800D31A0(void) {
osSyncPrintf(VT_FGCOL(RED) "\n**** Freeze!! ****\n" VT_RST);
while (true) {
Sleep_Msec(1000);

View file

@ -1304,19 +1304,25 @@ void Fault_HungupFaultClient(const char* exp1, const char* exp2) {
* error occurs. The parameters specify two messages detailing the error, one
* or both may be NULL.
*/
void Fault_AddHungupAndCrashImpl(const char* exp1, const char* exp2) {
NORETURN void Fault_AddHungupAndCrashImpl(const char* exp1, const char* exp2) {
FaultClient client;
s32 pad;
Fault_AddClient(&client, Fault_HungupFaultClient, (void*)exp1, (void*)exp2);
*(u32*)0x11111111 = 0; // trigger an exception via unaligned memory access
// Since the above line triggers an exception and transfers execution to the fault handler
// this function does not return and the rest of the function is unreachable.
#ifdef __GNUC__
__builtin_unreachable();
#endif
}
/**
* Like `Fault_AddHungupAndCrashImpl`, however provides a fixed message containing
* filename and line number
*/
void Fault_AddHungupAndCrash(const char* file, s32 line) {
NORETURN void Fault_AddHungupAndCrash(const char* file, s32 line) {
char msg[256];
sprintf(msg, "HungUp %s:%d", file, line);

View file

@ -2,9 +2,9 @@
#include "terminal.h"
SpeedMeter D_801664D0;
struct_801664F0 D_801664F0;
struct_80166500 D_80166500;
VisMono sMonoColors;
VisCvg sVisCvg;
VisZBuf sVisZBuf;
VisMono sVisMono;
ViMode sViMode;
FaultClient sGameFaultClient;
u16 sLastButtonPressed;
@ -22,40 +22,43 @@ void GameState_FaultPrint(void) {
}
}
void GameState_SetFBFilter(Gfx** gfx) {
Gfx* gfxP = *gfx;
void GameState_SetFBFilter(Gfx** gfxP) {
Gfx* gfx = *gfxP;
if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) {
D_801664F0.type = R_FB_FILTER_TYPE;
D_801664F0.color.r = R_FB_FILTER_PRIM_COLOR(0);
D_801664F0.color.g = R_FB_FILTER_PRIM_COLOR(1);
D_801664F0.color.b = R_FB_FILTER_PRIM_COLOR(2);
D_801664F0.color.a = R_FB_FILTER_A;
func_800ACE98(&D_801664F0, &gfxP);
} else if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) {
D_80166500.useRgba = (R_FB_FILTER_TYPE == 6);
D_80166500.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
D_80166500.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
D_80166500.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
D_80166500.primColor.a = R_FB_FILTER_A;
D_80166500.envColor.r = R_FB_FILTER_ENV_COLOR(0);
D_80166500.envColor.g = R_FB_FILTER_ENV_COLOR(1);
D_80166500.envColor.b = R_FB_FILTER_ENV_COLOR(2);
D_80166500.envColor.a = R_FB_FILTER_A;
func_800AD958(&D_80166500, &gfxP);
} else if (R_FB_FILTER_TYPE == 7) {
sMonoColors.unk_00 = 0;
sMonoColors.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sMonoColors.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sMonoColors.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sMonoColors.primColor.a = R_FB_FILTER_A;
sMonoColors.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sMonoColors.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sMonoColors.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sMonoColors.envColor.a = R_FB_FILTER_A;
VisMono_Draw(&sMonoColors, &gfxP);
if ((R_FB_FILTER_TYPE >= FB_FILTER_CVG_RGB) && (R_FB_FILTER_TYPE <= FB_FILTER_CVG_RGB_FOG)) {
// Visualize coverage
sVisCvg.vis.type = FB_FILTER_TO_CVG_TYPE(R_FB_FILTER_TYPE);
sVisCvg.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisCvg.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisCvg.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisCvg.vis.primColor.a = R_FB_FILTER_A;
VisCvg_Draw(&sVisCvg, &gfx);
} else if ((R_FB_FILTER_TYPE == FB_FILTER_ZBUF_IA) || (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA)) {
// Visualize z-buffer
sVisZBuf.vis.type = (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA);
sVisZBuf.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisZBuf.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisZBuf.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisZBuf.vis.primColor.a = R_FB_FILTER_A;
sVisZBuf.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sVisZBuf.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sVisZBuf.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sVisZBuf.vis.envColor.a = R_FB_FILTER_A;
VisZBuf_Draw(&sVisZBuf, &gfx);
} else if (R_FB_FILTER_TYPE == FB_FILTER_MONO) {
// Monochrome filter
sVisMono.vis.type = 0;
sVisMono.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisMono.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisMono.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisMono.vis.primColor.a = R_FB_FILTER_A;
sVisMono.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sVisMono.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sVisMono.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sVisMono.vis.envColor.a = R_FB_FILTER_A;
VisMono_Draw(&sVisMono, &gfx);
}
*gfx = gfxP;
*gfxP = gfx;
}
void func_800C4344(GameState* gameState) {
@ -110,7 +113,7 @@ void func_800C4344(GameState* gameState) {
}
}
void GameState_DrawInputDisplay(u16 input, Gfx** gfx) {
void GameState_DrawInputDisplay(u16 input, Gfx** gfxP) {
static const u16 sInpDispBtnColors[] = {
GPACK_RGBA5551(255, 255, 0, 1), GPACK_RGBA5551(255, 255, 0, 1), GPACK_RGBA5551(255, 255, 0, 1),
GPACK_RGBA5551(255, 255, 0, 1), GPACK_RGBA5551(120, 120, 120, 1), GPACK_RGBA5551(120, 120, 120, 1),
@ -120,10 +123,10 @@ void GameState_DrawInputDisplay(u16 input, Gfx** gfx) {
GPACK_RGBA5551(0, 0, 255, 1),
};
s32 i, j, k;
Gfx* gfxP = *gfx;
Gfx* gfx = *gfxP;
gDPPipeSync(gfxP++);
gDPSetOtherMode(gfxP++,
gDPPipeSync(gfx++);
gDPSetOtherMode(gfx++,
G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
@ -131,14 +134,14 @@ void GameState_DrawInputDisplay(u16 input, Gfx** gfx) {
for (i = 0; i < 16; i++) {
j = i;
if (input & (1 << i)) {
gDPSetFillColor(gfxP++, (sInpDispBtnColors[i] << 0x10) | sInpDispBtnColors[i]);
gDPSetFillColor(gfx++, (sInpDispBtnColors[i] << 0x10) | sInpDispBtnColors[i]);
k = i + 1;
gDPFillRectangle(gfxP++, (j * 4) + 226, 220, (k * 4) + 225, 223);
gDPPipeSync(gfxP++);
gDPFillRectangle(gfx++, (j * 4) + 226, 220, (k * 4) + 225, 223);
gDPPipeSync(gfx++);
}
}
*gfx = gfxP;
*gfxP = gfx;
}
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
@ -413,9 +416,9 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
startTime = endTime;
LogUtils_CheckNullPointer("this->cleanup", gameState->destroy, "../game.c", 1088);
func_800ACE70(&D_801664F0);
func_800AD920(&D_80166500);
VisMono_Init(&sMonoColors);
VisCvg_Init(&sVisCvg);
VisZBuf_Init(&sVisZBuf);
VisMono_Init(&sVisMono);
if (R_VI_MODE_EDIT_STATE == VI_MODE_EDIT_STATE_INACTIVE) {
ViMode_Init(&sViMode);
}
@ -443,9 +446,9 @@ void GameState_Destroy(GameState* gameState) {
}
Rumble_Destroy();
SpeedMeter_Destroy(&D_801664D0);
func_800ACE90(&D_801664F0);
func_800AD950(&D_80166500);
VisMono_Destroy(&sMonoColors);
VisCvg_Destroy(&sVisCvg);
VisZBuf_Destroy(&sVisZBuf);
VisMono_Destroy(&sVisMono);
if (R_VI_MODE_EDIT_STATE == VI_MODE_EDIT_STATE_INACTIVE) {
ViMode_Destroy(&sViMode);
}

View file

@ -513,17 +513,17 @@ Gfx* Graph_BranchDlist(Gfx* gfx, Gfx* dst) {
return dst;
}
void* Graph_DlistAlloc(Gfx** gfx, u32 size) {
void* Graph_DlistAlloc(Gfx** gfxP, u32 size) {
u8* ptr;
Gfx* dst;
size = ALIGN8(size);
ptr = (u8*)(*gfx + 1);
ptr = (u8*)(*gfxP + 1);
dst = (Gfx*)(ptr + size);
gSPBranchList(*gfx, dst);
gSPBranchList(*gfxP, dst);
*gfx = dst;
*gfxP = dst;
return ptr;
}

View file

@ -799,7 +799,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
}
void Actor_SetObjectDependency(PlayState* play, Actor* actor) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objectSlot].segment);
}
void Actor_Init(Actor* actor, PlayState* play) {
@ -818,7 +818,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
CollisionCheck_InitInfo(&actor->colChkInfo);
actor->floorBgId = BGCHECK_SCENE;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
@ -2143,13 +2143,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->sfx = 0;
if (actor->init != NULL) {
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
}
actor = actor->next;
} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
} else if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_Kill(actor);
actor = actor->next;
} else if ((requiredActorFlag && !(actor->flags & requiredActorFlag)) ||
@ -2272,8 +2272,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
Actor_SetObjectDependency(play, actor);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
if (actor->colorFilterTimer != 0) {
Color_RGBA8 color = { 0, 0, 0, 255 };
@ -2570,7 +2570,7 @@ void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) {
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_Kill(actor);
}
actor = actor->next;
@ -2745,7 +2745,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
s32 pad;
Actor* actor;
ActorInit* actorInit;
s32 objBankIndex;
s32 objectSlot;
ActorOverlay* overlayEntry;
uintptr_t temp;
char* name;
@ -2828,13 +2828,13 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
: NULL);
}
objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
if ((objBankIndex < 0) ||
if ((objectSlot < 0) ||
((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
// "No data bank!! <data bank%d> (profilep->bank=%d)"
osSyncPrintf(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST,
objBankIndex, actorInit->objectId);
objectSlot, actorInit->objectId);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@ -2864,10 +2864,10 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
actor->flags = actorInit->flags;
if (actorInit->id == ACTOR_EN_PART) {
actor->objBankIndex = rotZ;
actor->objectSlot = rotZ;
rotZ = 0;
} else {
actor->objBankIndex = objBankIndex;
actor->objectSlot = objectSlot;
}
actor->init = actorInit->init;
@ -3155,7 +3155,7 @@ s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
u32 matricesSize;
u32 dListsSize;
u32 objectIdsSize;
u32 objectSlotsSize;
matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
@ -3165,13 +3165,13 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
if (bodyBreak->dLists != NULL) {
objectIdsSize = (count + 1) * sizeof(*bodyBreak->objectIds);
bodyBreak->objectIds = ZeldaArena_MallocDebug(objectIdsSize, "../z_actor.c", 7546);
objectSlotsSize = (count + 1) * sizeof(*bodyBreak->objectSlots);
bodyBreak->objectSlots = ZeldaArena_MallocDebug(objectSlotsSize, "../z_actor.c", 7546);
if (bodyBreak->objectIds != NULL) {
if (bodyBreak->objectSlots != NULL) {
Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
Lib_MemSet((u8*)bodyBreak->dLists, dListsSize, 0);
Lib_MemSet((u8*)bodyBreak->objectIds, objectIdsSize, 0);
Lib_MemSet((u8*)bodyBreak->objectSlots, objectSlotsSize, 0);
bodyBreak->val = 1;
return;
}
@ -3186,20 +3186,20 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
}
if (bodyBreak->objectIds != NULL) {
ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7564);
if (bodyBreak->objectSlots != NULL) {
ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7564);
}
}
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectId) {
s16 objectSlot) {
PlayState* play = Effect_GetPlayState();
if ((play->actorCtx.freezeFlashTimer == 0) && (bodyBreak->val > 0)) {
if ((limbIndex >= minLimbIndex) && (limbIndex <= maxLimbIndex) && (*dList != NULL)) {
bodyBreak->dLists[bodyBreak->val] = *dList;
Matrix_Get(&bodyBreak->matrices[bodyBreak->val]);
bodyBreak->objectIds[bodyBreak->val] = objectId;
bodyBreak->objectSlots[bodyBreak->val] = objectSlot;
bodyBreak->val++;
}
@ -3219,7 +3219,7 @@ void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s3
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type) {
EnPart* spawnedEnPart;
MtxF* mtx;
s16 objBankIndex;
s16 objectSlot;
if (bodyBreak->val != BODYBREAK_STATUS_READY) {
return false;
@ -3231,17 +3231,17 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
Matrix_Get(&bodyBreak->matrices[bodyBreak->count]);
if (1) {
if (bodyBreak->objectIds[bodyBreak->count] >= 0) {
objBankIndex = bodyBreak->objectIds[bodyBreak->count];
if (bodyBreak->objectSlots[bodyBreak->count] > BODYBREAK_OBJECT_SLOT_DEFAULT) {
objectSlot = bodyBreak->objectSlots[bodyBreak->count];
} else {
objBankIndex = actor->objBankIndex;
objectSlot = actor->objectSlot;
}
}
mtx = &bodyBreak->matrices[bodyBreak->count];
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw, mtx->yw,
mtx->zw, 0, 0, objBankIndex, type);
mtx->zw, 0, 0, objectSlot, type);
if (spawnedEnPart != NULL) {
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
@ -3256,7 +3256,7 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7680);
ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7680);
return true;
}
@ -4329,7 +4329,7 @@ Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3,
EnPart* spawnedEnPart;
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
spawnPos->z, spawnRot->x, spawnRot->y, actor->objectSlot, params);
if (spawnedEnPart != NULL) {
spawnedEnPart->actor.scale = actor->scale;
spawnedEnPart->actor.speed = arg3[0];

View file

@ -6876,7 +6876,7 @@ s32 Camera_Special9(Camera* camera) {
f32 playerYOffset;
s32 pad3;
PosRot* playerPosRot = &camera->playerPosRot;
PosRot adjustedPlayerPosRot;
PosRot referencePosRot;
f32 yNormal;
DoorParams* doorParams = &camera->paramData.doorParams;
Special9ReadOnlyData* roData = &camera->paramData.spec9.roData;
@ -6902,11 +6902,11 @@ s32 Camera_Special9(Camera* camera) {
}
if (doorParams->doorActor != NULL) {
Actor_GetWorldPosShapeRot(&adjustedPlayerPosRot, doorParams->doorActor);
Actor_GetWorldPosShapeRot(&referencePosRot, doorParams->doorActor);
} else {
adjustedPlayerPosRot = *playerPosRot;
adjustedPlayerPosRot.pos.y += playerYOffset + roData->yOffset;
adjustedPlayerPosRot.rot.x = 0;
referencePosRot = *playerPosRot;
referencePosRot.pos.y += playerYOffset + roData->yOffset;
referencePosRot.rot.x = 0;
}
OLib_Vec3fDiffToVecGeo(&atEyeOffsetGeo, at, eye);
@ -6919,9 +6919,15 @@ s32 Camera_Special9(Camera* camera) {
case 0:
camera->stateFlags &= ~(CAM_STATE_1 | CAM_STATE_2);
camera->animState++;
rwData->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000
? adjustedPlayerPosRot.rot.y - 0x7FFF
: adjustedPlayerPosRot.rot.y;
//! @bug The angle passed to ABS should be cast to s16.
//! The lack of a cast means that a door which has an angle of around 0x8000 will calculate an incorrect
//! angle and use an incorrect `targetYaw`.
//! In-game, this means if the player opens a susceptible door at a slanted angle, the camera will not
//! appear correctly on the other side after the player has walked through the door.
rwData->targetYaw = ABS(playerPosRot->rot.y - referencePosRot.rot.y) >= 0x4000
? referencePosRot.rot.y - 0x7FFF
: referencePosRot.rot.y;
FALLTHROUGH;
case 1:
doorParams->timer1--;

View file

@ -49,7 +49,7 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture) {
MtxF mfTransBillboard;
s32 pad1;
Mtx* mtx;
void* object = play->objectCtx.status[this->rgObjBankIdx].segment;
void* objectPtr = play->objectCtx.slots[this->rgObjectSlot].segment;
OPEN_DISPS(gfxCtx, "../z_effect_soft_sprite_old_init.c", 196);
@ -58,8 +58,8 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture) {
SkinMatrix_SetScale(&mfScale, scale, scale, scale);
SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTransBillboard);
SkinMatrix_MtxFMtxFMult(&mfTransBillboard, &mfScale, &mfResult);
gSegments[6] = VIRTUAL_TO_PHYSICAL(object);
gSPSegment(POLY_XLU_DISP++, 0x06, object);
gSegments[6] = VIRTUAL_TO_PHYSICAL(objectPtr);
gSPSegment(POLY_XLU_DISP++, 0x06, objectPtr);
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);

View file

@ -236,7 +236,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
this->scale = 0.01f;
break;
case ITEM00_SHIELD_DEKU:
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_1);
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_1);
Actor_SetObjectDependency(play, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->scale = 0.5f;
@ -245,7 +245,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
this->actor.world.rot.x = 0x4000;
break;
case ITEM00_SHIELD_HYLIAN:
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_2);
Actor_SetObjectDependency(play, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->scale = 0.5f;
@ -255,7 +255,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
break;
case ITEM00_TUNIC_ZORA:
case ITEM00_TUNIC_GORON:
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_CLOTHES);
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_CLOTHES);
Actor_SetObjectDependency(play, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->scale = 0.5f;
@ -765,10 +765,10 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
case ITEM00_RECOVERY_HEART:
if (this->despawnTimer < 0) {
if (this->despawnTimer == -1) {
s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART);
s8 objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEART);
if (Object_IsLoaded(&play->objectCtx, bankIndex)) {
this->actor.objBankIndex = bankIndex;
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
this->actor.objectSlot = objectSlot;
Actor_SetObjectDependency(play, &this->actor);
this->despawnTimer = -2;
}

View file

@ -432,7 +432,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
play->csCtx.actorCues[i] = NULL;
}
if (Object_GetIndex(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) < 0 && !play->envCtx.sunMoonDisabled) {
if (Object_GetSlot(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) < 0 && !play->envCtx.sunMoonDisabled) {
play->envCtx.sunMoonDisabled = true;
// "Sun setting other than field keep! So forced release!"
osSyncPrintf(VT_COL(YELLOW, BLACK) "\n\nフィールド常駐以外、太陽設定!よって強制解除!\n" VT_RST);

View file

@ -219,14 +219,14 @@ s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep) {
return 0;
}
void func_80077D10(f32* arg0, s16* arg1, Input* input) {
void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, Input* input) {
f32 relX = input->rel.stick_x;
f32 relY = input->rel.stick_y;
*arg0 = sqrtf(SQ(relX) + SQ(relY));
*arg0 = (60.0f < *arg0) ? 60.0f : *arg0;
*outMagnitude = sqrtf(SQ(relX) + SQ(relY));
*outMagnitude = (60.0f < *outMagnitude) ? 60.0f : *outMagnitude;
*arg1 = Math_Atan2S(relY, -relX);
*outAngle = Math_Atan2S(relY, -relX);
}
s16 Rand_S16Offset(s16 base, s16 range) {

View file

@ -8,7 +8,7 @@ Input* D_8012D1F8 = NULL;
TransitionTile sTransitionTile;
s32 gTransitionTileState;
VisMono D_80161498;
VisMono sPlayVisMono;
Color_RGBA8_u32 gVisMonoColor;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
@ -199,7 +199,7 @@ void Play_Destroy(GameState* thisx) {
Letterbox_Destroy();
TransitionFade_Destroy(&this->transitionFadeFlash);
VisMono_Destroy(&D_80161498);
VisMono_Destroy(&sPlayVisMono);
if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
@ -390,7 +390,7 @@ void Play_Init(GameState* thisx) {
TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFadeFlash);
VisMono_Init(&D_80161498);
VisMono_Init(&sPlayVisMono);
gVisMonoColor.a = 0;
CutsceneFlags_UnsetAll(this);
@ -482,8 +482,8 @@ void Play_Update(PlayState* this) {
ActorOverlayTable_LogPrint();
}
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
@ -855,7 +855,7 @@ void Play_Update(PlayState* this) {
AnimationContext_Reset(&this->animationCtx);
PLAY_LOG(3561);
Object_UpdateBank(&this->objectCtx);
Object_UpdateEntries(&this->objectCtx);
PLAY_LOG(3577);
@ -1035,21 +1035,21 @@ void Play_Draw(PlayState* this) {
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
@ -1103,8 +1103,8 @@ void Play_Draw(PlayState* this) {
TransitionFade_Draw(&this->transitionFadeFlash, &gfxP);
if (gVisMonoColor.a > 0) {
D_80161498.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&D_80161498, &gfxP);
sPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&sPlayVisMono, &gfxP);
}
gSPEndDisplayList(gfxP++);
@ -1434,7 +1434,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
this->numActorEntries = 0;
Object_InitBank(this, &this->objectCtx);
Object_InitContext(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);

View file

@ -1370,7 +1370,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[this->actor.objectSlot].segment);
gSPDisplayList(OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2592);

View file

@ -907,8 +907,8 @@ Gfx* Gfx_SetupDL(Gfx* gfx, u32 i) {
return Gfx_SetupDLImpl(gfx, i);
}
void Gfx_SetupDLAtPtr(Gfx** gfxp, u32 i) {
*gfxp = Gfx_SetupDL(*gfxp, i);
void Gfx_SetupDLAtPtr(Gfx** gfxP, u32 i) {
*gfxP = Gfx_SetupDL(*gfxP, i);
}
Gfx* Gfx_SetupDL_57(Gfx* gfx) {
@ -1193,11 +1193,11 @@ void Gfx_SetupDL_39Overlay(GraphicsContext* gfxCtx) {
CLOSE_DISPS(gfxCtx, "../z_rcp.c", 1811);
}
void Gfx_SetupDL_39Ptr(Gfx** gfxp) {
Gfx* gfx = *gfxp;
void Gfx_SetupDL_39Ptr(Gfx** gfxP) {
Gfx* gfx = *gfxP;
gSPDisplayList(gfx++, sSetupDL[SETUPDL_39]);
*gfxp = gfx;
*gfxP = gfx;
}
void Gfx_SetupDL_40Opa(GraphicsContext* gfxCtx) {
@ -1345,12 +1345,12 @@ void Gfx_SetupDL_56Opa(GraphicsContext* gfxCtx) {
CLOSE_DISPS(gfxCtx, "../z_rcp.c", 2090);
}
void Gfx_SetupDL_56Ptr(Gfx** gfxp) {
Gfx* gfx = *gfxp;
void Gfx_SetupDL_56Ptr(Gfx** gfxP) {
Gfx* gfx = *gfxP;
gSPDisplayList(gfx++, sSetupDL[SETUPDL_56]);
*gfxp = gfx;
*gfxP = gfx;
}
void Gfx_SetupDL_59Opa(GraphicsContext* gfxCtx) {
@ -1361,8 +1361,8 @@ void Gfx_SetupDL_59Opa(GraphicsContext* gfxCtx) {
CLOSE_DISPS(gfxCtx, "../z_rcp.c", 2116);
}
Gfx* Gfx_BranchTexScroll(Gfx** gfxp, u32 x, u32 y, s32 width, s32 height) {
Gfx* displayList = Graph_DlistAlloc(gfxp, 3 * sizeof(Gfx));
Gfx* Gfx_BranchTexScroll(Gfx** gfxP, u32 x, u32 y, s32 width, s32 height) {
Gfx* displayList = Graph_DlistAlloc(gfxP, 3 * sizeof(Gfx));
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, G_TX_RENDERTILE, x, y, x + ((width - 1) << 2), y + ((height - 1) << 2));
@ -1371,8 +1371,8 @@ Gfx* Gfx_BranchTexScroll(Gfx** gfxp, u32 x, u32 y, s32 width, s32 height) {
return displayList;
}
Gfx* func_80094E54(Gfx** gfxp, u32 x, u32 y) {
return Gfx_BranchTexScroll(gfxp, x, y, 0, 0);
Gfx* func_80094E54(Gfx** gfxP, u32 x, u32 y) {
return Gfx_BranchTexScroll(gfxP, x, y, 0, 0);
}
Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y) {

View file

@ -3,64 +3,77 @@
RomFile sNaviQuestHintFiles[];
s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId) {
/**
* Spawn an object file of a specified ID that will persist through room changes.
*
* This waits for the file to be fully loaded, the data is available when the function returns.
*
* @return The new object slot corresponding to the requested object ID.
*
* @note This function is not meant to be called externally to spawn object files on the fly.
* When an object is spawned with this function, all objects that come before it in the entry list will be treated as
* persistent, which will likely cause either the amount of free slots or object space memory to run out.
* This function is only meant to be called internally on scene load, before the object list from any room is processed.
*/
s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) {
u32 size;
objectCtx->status[objectCtx->num].id = objectId;
objectCtx->slots[objectCtx->numEntries].id = objectId;
size = gObjectTable[objectId].vromEnd - gObjectTable[objectId].vromStart;
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectId, size / 1024.0f, objectCtx->status[objectCtx->num].segment);
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectId, size / 1024.0f,
objectCtx->slots[objectCtx->numEntries].segment);
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->num, (uintptr_t)objectCtx->status[objectCtx->num].segment + size,
objectCtx->spaceEnd);
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->numEntries,
(uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size, objectCtx->spaceEnd);
ASSERT(((objectCtx->num < OBJECT_EXCHANGE_BANK_MAX) &&
(((uintptr_t)objectCtx->status[objectCtx->num].segment + size) < (uintptr_t)objectCtx->spaceEnd)),
ASSERT(((objectCtx->numEntries < ARRAY_COUNT(objectCtx->slots)) &&
(((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size) < (uintptr_t)objectCtx->spaceEnd)),
"this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment",
"../z_scene.c", 142);
DmaMgr_RequestSyncDebug(objectCtx->status[objectCtx->num].segment, gObjectTable[objectId].vromStart, size,
DmaMgr_RequestSyncDebug(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[objectId].vromStart, size,
"../z_scene.c", 145);
if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) {
objectCtx->status[objectCtx->num + 1].segment =
(void*)ALIGN16((uintptr_t)objectCtx->status[objectCtx->num].segment + size);
if (objectCtx->numEntries < (ARRAY_COUNT(objectCtx->slots) - 1)) {
objectCtx->slots[objectCtx->numEntries + 1].segment =
(void*)ALIGN16((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size);
}
objectCtx->num++;
objectCtx->unk_09 = objectCtx->num;
objectCtx->numEntries++;
objectCtx->numPersistentEntries = objectCtx->numEntries;
return objectCtx->num - 1;
return objectCtx->numEntries - 1;
}
void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
PlayState* play2 = play; // Needs to be a new variable to match (possibly a sub struct?)
void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
PlayState* play2 = play;
u32 spaceSize;
s32 i;
if (play2->sceneId == SCENE_HYRULE_FIELD) {
spaceSize = 1024000;
spaceSize = 1000 * 1024;
} else if (play2->sceneId == SCENE_GANON_BOSS) {
if (gSaveContext.sceneLayer != 4) {
spaceSize = 1177600;
spaceSize = 1150 * 1024;
} else {
spaceSize = 1024000;
spaceSize = 1000 * 1024;
}
} else if (play2->sceneId == SCENE_SPIRIT_TEMPLE_BOSS) {
spaceSize = 1075200;
spaceSize = 1050 * 1024;
} else if (play2->sceneId == SCENE_CHAMBER_OF_THE_SAGES) {
spaceSize = 1075200;
spaceSize = 1050 * 1024;
} else if (play2->sceneId == SCENE_GANONDORF_BOSS) {
spaceSize = 1075200;
spaceSize = 1050 * 1024;
} else {
spaceSize = 1024000;
spaceSize = 1000 * 1024;
}
objectCtx->num = objectCtx->unk_09 = 0;
objectCtx->mainKeepIndex = objectCtx->subKeepIndex = 0;
objectCtx->numEntries = objectCtx->numPersistentEntries = 0;
objectCtx->mainKeepSlot = objectCtx->subKeepSlot = 0;
for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) {
objectCtx->status[i].id = OBJECT_INVALID;
for (i = 0; i < ARRAY_COUNT(objectCtx->slots); i++) {
objectCtx->slots[i].id = OBJECT_INVALID;
}
osSyncPrintf(VT_FGCOL(GREEN));
@ -68,42 +81,43 @@ void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
osSyncPrintf("オブジェクト入れ替えバンク情報 %8.3fKB\n", spaceSize / 1024.0f);
osSyncPrintf(VT_RST);
objectCtx->spaceStart = objectCtx->status[0].segment =
GameState_Alloc(&play->state, spaceSize, "../z_scene.c", 219);
objectCtx->spaceStart = objectCtx->slots[0].segment = GameState_Alloc(&play->state, spaceSize, "../z_scene.c", 219);
objectCtx->spaceEnd = (void*)((uintptr_t)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, OBJECT_GAMEPLAY_KEEP);
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, OBJECT_GAMEPLAY_KEEP);
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
}
void Object_UpdateBank(ObjectContext* objectCtx) {
void Object_UpdateEntries(ObjectContext* objectCtx) {
s32 i;
ObjectStatus* status = &objectCtx->status[0];
ObjectEntry* entry = &objectCtx->slots[0];
RomFile* objectFile;
u32 size;
for (i = 0; i < objectCtx->num; i++) {
if (status->id < 0) {
if (status->dmaRequest.vromAddr == 0) {
osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
objectFile = &gObjectTable[-status->id];
for (i = 0; i < objectCtx->numEntries; i++) {
if (entry->id < 0) {
if (entry->dmaRequest.vromAddr == 0) {
osCreateMesgQueue(&entry->loadQueue, &entry->loadMsg, 1);
objectFile = &gObjectTable[-entry->id];
size = objectFile->vromEnd - objectFile->vromStart;
osSyncPrintf("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, status->segment);
DmaMgr_RequestAsync(&status->dmaRequest, status->segment, objectFile->vromStart, size, 0,
&status->loadQueue, NULL, "../z_scene.c", 266);
} else if (osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
status->id = -status->id;
osSyncPrintf("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, entry->segment);
DmaMgr_RequestAsync(&entry->dmaRequest, entry->segment, objectFile->vromStart, size, 0,
&entry->loadQueue, NULL, "../z_scene.c", 266);
} else if (osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
entry->id = -entry->id;
}
}
status++;
entry++;
}
}
s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
s32 i;
for (i = 0; i < objectCtx->num; i++) {
if (ABS(objectCtx->status[i].id) == objectId) {
for (i = 0; i < objectCtx->numEntries; i++) {
if (ABS(objectCtx->slots[i].id) == objectId) {
return i;
}
}
@ -111,8 +125,8 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
return -1;
}
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 bankIndex) {
if (objectCtx->status[bankIndex].id > 0) {
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
if (objectCtx->slots[slot].id > 0) {
return true;
} else {
return false;
@ -124,30 +138,30 @@ void func_800981B8(ObjectContext* objectCtx) {
s32 id;
u32 size;
for (i = 0; i < objectCtx->num; i++) {
id = objectCtx->status[i].id;
for (i = 0; i < objectCtx->numEntries; i++) {
id = objectCtx->slots[i].id;
size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectCtx->status[i].id, size / 1024.0f,
objectCtx->status[i].segment);
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->num, (uintptr_t)objectCtx->status[i].segment + size,
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectCtx->slots[i].id, size / 1024.0f,
objectCtx->slots[i].segment);
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->numEntries, (uintptr_t)objectCtx->slots[i].segment + size,
objectCtx->spaceEnd);
DmaMgr_RequestSyncDebug(objectCtx->status[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
DmaMgr_RequestSyncDebug(objectCtx->slots[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
}
}
void* func_800982FC(ObjectContext* objectCtx, s32 bankIndex, s16 objectId) {
ObjectStatus* status = &objectCtx->status[bankIndex];
void* func_800982FC(ObjectContext* objectCtx, s32 slot, s16 objectId) {
ObjectEntry* entry = &objectCtx->slots[slot];
RomFile* objectFile = &gObjectTable[objectId];
u32 size;
void* nextPtr;
status->id = -objectId;
status->dmaRequest.vromAddr = 0;
entry->id = -objectId;
entry->dmaRequest.vromAddr = 0;
size = objectFile->vromEnd - objectFile->vromStart;
osSyncPrintf("OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK\n", bankIndex, objectId, size / 1024.0f);
osSyncPrintf("OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK\n", slot, objectId, size / 1024.0f);
nextPtr = (void*)ALIGN16((uintptr_t)status->segment + size);
nextPtr = (void*)ALIGN16((uintptr_t)entry->segment + size);
ASSERT(nextPtr < objectCtx->spaceEnd, "nextptr < this->endSegment", "../z_scene.c", 381);
@ -191,7 +205,7 @@ void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
linkObjectId = gLinkObjectIds[((void)0, gSaveContext.save.linkAge)];
gActorOverlayTable[playerEntry->id].initInfo->objectId = linkObjectId;
Object_Spawn(&play->objectCtx, linkObjectId);
Object_SpawnPersistent(&play->objectCtx, linkObjectId);
}
void Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) {
@ -226,8 +240,8 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.keepObjectId);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
}
if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
@ -250,25 +264,27 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
s32 i;
s32 j;
s32 k;
ObjectStatus* status;
ObjectStatus* status2;
ObjectStatus* firstStatus;
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
ObjectEntry* entry;
ObjectEntry* invalidatedEntry;
ObjectEntry* entries;
s16* objectListEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
void* nextPtr;
k = 0;
i = play->objectCtx.unk_09;
firstStatus = &play->objectCtx.status[0];
status = &play->objectCtx.status[i];
i = play->objectCtx.numPersistentEntries;
entries = play->objectCtx.slots;
entry = &play->objectCtx.slots[i];
while (i < play->objectCtx.num) {
if (status->id != *objectEntry) {
status2 = &play->objectCtx.status[i];
for (j = i; j < play->objectCtx.num; j++) {
status2->id = OBJECT_INVALID;
status2++;
while (i < play->objectCtx.numEntries) {
if (entry->id != *objectListEntry) {
invalidatedEntry = &play->objectCtx.slots[i];
for (j = i; j < play->objectCtx.numEntries; j++) {
invalidatedEntry->id = OBJECT_INVALID;
invalidatedEntry++;
}
play->objectCtx.num = i;
play->objectCtx.numEntries = i;
Actor_KillAllWithMissingObject(play, &play->actorCtx);
continue;
@ -276,24 +292,24 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
i++;
k++;
objectEntry++;
status++;
objectListEntry++;
entry++;
}
ASSERT(cmd->objectList.length <= OBJECT_EXCHANGE_BANK_MAX,
ASSERT(cmd->objectList.length <= ARRAY_COUNT(play->objectCtx.slots),
"scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX", "../z_scene.c", 705);
while (k < cmd->objectList.length) {
nextPtr = func_800982FC(&play->objectCtx, i, *objectEntry);
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
firstStatus[i + 1].segment = nextPtr;
nextPtr = func_800982FC(&play->objectCtx, i, *objectListEntry);
if (i < (ARRAY_COUNT(play->objectCtx.slots) - 1)) {
entries[i + 1].segment = nextPtr;
}
i++;
k++;
objectEntry++;
objectListEntry++;
}
play->objectCtx.num = i;
play->objectCtx.numEntries = i;
}
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {

View file

@ -539,8 +539,8 @@ s32 View_UpdateViewingMatrix(View* view) {
return 1;
}
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxp) {
Gfx* gfx = *gfxp;
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP) {
Gfx* gfx = *gfxP;
GraphicsContext* gfxCtx = view->gfxCtx;
s32 width;
s32 height;
@ -606,7 +606,7 @@ s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxp) {
}
view->flags = 0;
*gfxp = gfx;
*gfxP = gfx;
return 1;
}

145
src/code/z_viscvg.c Normal file
View file

@ -0,0 +1,145 @@
/**
* @file z_viscvg.c
*
* This file implements full-screen frame buffer effects involving the visualization of Coverage in various ways.
*
* Coverage is roughly how much of a pixel is covered by a primitive; the final coverage for a frame is stored in the
* color image alpha component where it is used for antialiasing, see PreRender.c and §15 of the programming manual for
* details.
*
* To understand this file, it is helpful to remember that A_MEM is essentially synonymous with coverage, and that
* `GBL_c1/2(p, a, m, b)` usually represents the RDP blender calculation `(p * a + m * b)`.
* Note the division step that is often included in the blender calculation is omitted; the division is skipped if
* force blending (FORCE_BL) is set, which is the case for all render modes used in this file.
*
* Coverage is full when not on an edge, while on an edge it is usually lower. Since coverage is treated as an alpha
* value, edges of primitives where coverage is lower will show up darker than primitive interiors in all of the
* available modes.
*
* Coverage is abbreviated to "cvg"; "FB RGB" ("framebuffer red/green/blue") is the color the pixel originally had
* before the filter is applied.
*/
#include "global.h"
/**
* Draws only coverage: does not retain any of the original pixel RGB, primColor is used as background color.
*/
Gfx sCoverageOnlyDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_VISCVG | G_RM_VISCVG2),
// (blendColor RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsDPPipeSync(),
gsDPSetBlendColor(0, 0, 0, 8),
gsSPEndDisplayList(),
};
/**
* Draws fog + coverage * RGB of pixels
*
* @bug This easily overflows the blender because the fog value is added to the coverage value.
*/
Gfx sCoverageRGBFogDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM)),
// (fog RGB) * (fog alpha) + (FB RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
/**
* Draws coverage and RGB of pixels
*/
Gfx sCoverageRGBDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
// (FB RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
/**
* Two stage filtering:
*
* 1. Apply a uniform color filter by transparently blending primColor with original frame. The "cloud surface"
* RenderMode is used to preserve the coverage for the second stage.
* 2. Second half is the same as `sCoverageRGBDL`'s, i.e. (RGB from stage 1) * cvg
*/
Gfx sCoverageRGBUniformDL[] = {
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_DISABLE | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2),
// stage 1 color = (primColor RGB) * (primColor Alpha) + (FB RGB) * (1 - primColor Alpha)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
// final color = (stage 1 RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
void VisCvg_Init(VisCvg* this) {
this->vis.type = FB_FILTER_NONE;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
}
void VisCvg_Destroy(VisCvg* this) {
}
void VisCvg_Draw(VisCvg* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
if (this->vis.scissorType == VIS_SETSCISSOR) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
switch (this->vis.type) {
case FB_FILTER_CVG_RGB:
gSPDisplayList(gfx++, sCoverageRGBDL);
break;
case FB_FILTER_CVG_RGB_UNIFORM:
// Set primitive color for uniform color filter in custom RenderMode
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageRGBUniformDL);
break;
case FB_FILTER_CVG_ONLY:
// Set background color for G_RM_VISCVG
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageOnlyDL);
break;
case FB_FILTER_CVG_RGB_FOG:
// Set fog color for custom RenderMode, needs to be close to 0 to not overflow
gDPSetColor(gfx++, G_SETFOGCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageRGBFogDL);
break;
default:
break;
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}

View file

@ -1,13 +1,19 @@
/**
* Color frame buffer effect to desaturate the colors.
* @file z_vismono.c
*
* This file implements a full-screen framebuffer effect for desaturating the contents of the framebuffer image.
*
* Broadly, this effect is achieved by reinterpreting the contents of the RGBA16 color image as indices into an IA16
* color palette that converts each color into the desaturated equivalent. More precise details can be found in inline
* comments.
*/
#include "global.h"
// Height of the fragments the color frame buffer (CFB) is split into.
// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into
// the half of tmem (0x800 bytes) dedicated to color-indexed data.
#define VISMONO_CFBFRAG_HEIGHT (0x800 / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// the half of TMEM dedicated to color-indexed data.
#define VISMONO_CFBFRAG_HEIGHT ((TMEM_SIZE / 2) / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// Maximum size of the dlist written by `VisMono_DesaturateDList`.
// `VisMono_DesaturateDList` consistently uses `VISMONO_DLSIZE - 2` double words, so this can be 2 less.
@ -26,16 +32,16 @@ extern u16 D_0F000000[];
void VisMono_Init(VisMono* this) {
bzero(this, sizeof(VisMono));
this->unk_00 = 0;
this->setScissor = false;
this->primColor.r = 255;
this->primColor.g = 255;
this->primColor.b = 255;
this->primColor.a = 255;
this->envColor.r = 0;
this->envColor.g = 0;
this->envColor.b = 0;
this->envColor.a = 0;
this->vis.type = 0;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
this->vis.envColor.r = 0;
this->vis.envColor.g = 0;
this->vis.envColor.b = 0;
this->vis.envColor.a = 0;
}
void VisMono_Destroy(VisMono* this) {
@ -95,6 +101,8 @@ Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) {
// Set texel 1 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT`
// Its position in texture image space is shifted along +S by 1
// Note the palette index for this tile has also been incremented from 0 to 1, however the palette index is
// ignored for CI8 texture sampling.
gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, 1, 1,
G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0);
gDPSetTileSize(gfx++, 1, 1 << 2, 0, (SCREEN_WIDTH * 2) << 2, (VISMONO_CFBFRAG_HEIGHT - 1) << 2);
@ -129,8 +137,8 @@ Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) {
return gfx;
}
void VisMono_Draw(VisMono* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
void VisMono_Draw(VisMono* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
u16* tlut;
Gfx* dList;
Gfx* dListEnd;
@ -159,12 +167,12 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp) {
gDPPipeSync(gfx++);
if (this->setScissor == true) {
if (this->vis.scissorType == VIS_SETSCISSOR) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba);
gDPLoadTLUT_pal256(gfx++, tlut);
@ -172,7 +180,7 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp) {
gDPPipeSync(gfx++);
*gfxp = gfx;
*gfxP = gfx;
}
void VisMono_DrawOld(VisMono* this) {

111
src/code/z_viszbuf.c Normal file
View file

@ -0,0 +1,111 @@
/**
* @file z_viszbuf.c
*
* This file implements a full-screen framebuffer effect for visualizing the z-buffer (AKA depth buffer), using either
* cycling RGBA or a single fading color.
*
* This is done by reading the z-buffer as if it were a color image, the format of which is specified by the selected
* vis type:
* - VIS_ZBUF_TYPE_IA : Produces a monotonic fade from primColor to envColor as depth increases.
* - VIS_ZBUF_TYPE_RGBA : Produces vibrant almost-periodic-looking bands.
*
* In both cases this occurs because of the format the depth information takes: it is 18-bit, and is a nonnegative
* floating-point number with
* bbb mmmmmmmmmmm dd|dd
* exponent mantissa dz value (only first 16 bits visible to CPU, the least significant 2 bits of dz are ignored)
*
* Reading z-buffer as IA16:
* bbbmmmmm mmmmmmdd
* iiiiiiii aaaaaaaa
*
* Since floating-point numbers of this format have the same ordering as their binary/hex representation, increasing
* the depth also increases the intensity in the IA16 representation and hence the interpolation parameter used to
* combine primColor and envColor. The alpha is ignored by the RenderMode.
*
* Reading z-buffer as RGBA16:
* bbbmm mmmmm mmmmd d
* rrrrr ggggg bbbbb a
*
* The red increases monotonically with the depth. The significant visible oscillation is the green component, because
* it rolls over every time the second-most-significant bit of the mantissa increments. The blue component oscillates
* too rapidly to be particularly visible (it rolls over when the 7th-most-significant bit increments). The alpha is
* again ignored by the RenderMode.
*/
#include "global.h"
// Height of the fragments the z-buffer is split into.
// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into TMEM.
#define VISZBUF_ZBUFFRAG_HEIGHT (TMEM_SIZE / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// z-buffer
extern u16 D_0E000000[];
/**
* Initialise to IA type with white and black as default colors.
*/
void VisZBuf_Init(VisZBuf* this) {
this->vis.type = VIS_ZBUF_TYPE_IA;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
this->vis.envColor.a = 255;
this->vis.envColor.r = 0;
this->vis.envColor.g = 0;
this->vis.envColor.b = 0;
}
void VisZBuf_Destroy(VisZBuf* this) {
}
void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
u16* zbufFrag = D_0E000000;
s32 fmt;
s32 y;
s32 height;
if (this->vis.type == VIS_ZBUF_TYPE_IA) {
fmt = G_IM_FMT_IA;
} else { // VIS_ZBUF_TYPE_RGBA
fmt = G_IM_FMT_RGBA;
}
height = VISZBUF_ZBUFFRAG_HEIGHT;
gDPPipeSync(gfx++);
// Scissoring is only required if the scissor has not been set prior.
if (this->vis.scissorType == VIS_SETSCISSOR) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
// No palette so can use all of TMEM.
// G_RM_OPA_SURF discards all information previously in the pixel, and the current alpha, leaving only the color
// from this filter.
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
// LERP between primColor and envColor in 1-cycle mode using the z-buffer value.
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba);
for (y = 0; y <= SCREEN_HEIGHT - height; y += height) {
// Load a few lines of the z-buffer, as many as can fit in TMEM at once.
gDPLoadTextureBlock(gfx++, zbufFrag, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Overwrite them with the calculated colors.
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
zbufFrag += SCREEN_WIDTH * height;
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}

View file

@ -47,7 +47,7 @@ u64 __fixunssfdi(f32 a) {
u64 i;
} m;
__asm__ ("cvt.l.s %0, %1" : "=f"(m.f) : "f"(a));
__asm__("cvt.l.s %0, %1" : "=f"(m.f) : "f"(a));
return m.i;
}
return 0;
@ -61,7 +61,7 @@ u64 __fixunsdfdi(f64 a) {
u64 i;
} m;
__asm__ ("cvt.l.d %0, %1" : "=f"(m.f) : "f"(a));
__asm__("cvt.l.d %0, %1" : "=f"(m.f) : "f"(a));
return m.i;
}
return 0;
@ -74,7 +74,7 @@ s64 __fixsfdi(f32 c) {
s64 i;
} m;
__asm__ ("cvt.l.s %0, %1" : "=f"(m.f) : "f"(c));
__asm__("cvt.l.s %0, %1" : "=f"(m.f) : "f"(c));
return m.i;
}
@ -85,7 +85,7 @@ s64 __fixdfdi(f64 c) {
s64 i;
} m;
__asm__ ("cvt.l.d %0, %1" : "=f"(m.f) : "f"(c));
__asm__("cvt.l.d %0, %1" : "=f"(m.f) : "f"(c));
return m.i;
}
@ -98,7 +98,7 @@ f32 __floatdisf(s64 c) {
register f32 v;
m.i = c;
__asm__ ("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f));
__asm__("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f));
return v;
}
@ -111,7 +111,7 @@ f64 __floatdidf(s64 c) {
register f64 v;
m.i = c;
__asm__ ("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f));
__asm__("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f));
return v;
}
@ -124,7 +124,7 @@ f32 __floatundisf(u64 c) {
register f32 v;
m.i = c;
__asm__ ("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f));
__asm__("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f));
if ((s64)c < 0) {
// cvt.s.l assumes signed input, adjust output
v += 4294967296.0f; // 2^32
@ -141,7 +141,7 @@ f64 __floatundidf(u64 c) {
register f64 v;
m.i = c;
__asm__ ("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f));
__asm__("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f));
if ((s64)c < 0) {
// cvt.d.l assumes signed input, adjust output
v += 18446744073709551616.0; // 2^64

View file

@ -103,10 +103,10 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.world.pos.y -= 40.0f;
}
this->bankIndex = (wallType >= BWALL_KD_FLOOR) ? Object_GetIndex(&play->objectCtx, OBJECT_KINGDODONGO)
: Object_GetIndex(&play->objectCtx, OBJECT_BWALL);
this->requiredObjectSlot = (wallType >= BWALL_KD_FLOOR) ? Object_GetSlot(&play->objectCtx, OBJECT_KINGDODONGO)
: Object_GetSlot(&play->objectCtx, OBJECT_BWALL);
if (this->bankIndex < 0) {
if (this->requiredObjectSlot < 0) {
Actor_Kill(&this->dyna.actor);
} else {
BgBreakwall_SetupAction(this, BgBreakwall_WaitForObject);
@ -201,11 +201,11 @@ Actor* BgBreakwall_SpawnFragments(PlayState* play, BgBreakwall* this, Vec3f* pos
* Sets up the collision model as well is the object dependency and action function to use.
*/
void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->bankIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
CollisionHeader* colHeader = NULL;
s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
this->dyna.actor.objBankIndex = this->bankIndex;
this->dyna.actor.objectSlot = this->requiredObjectSlot;
Actor_SetObjectDependency(play, &this->dyna.actor);
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->dyna.actor.draw = BgBreakwall_Draw;

View file

@ -12,7 +12,7 @@ typedef struct BgBreakwall {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ Gfx* bombableWallDList;
/* 0x0168 */ s8 colType;
/* 0x0169 */ s8 bankIndex;
/* 0x0169 */ s8 requiredObjectSlot;
/* 0x016C */ ColliderQuad collider;
/* 0x01EC */ BgBreakwallActionFunc actionFunc;
} BgBreakwall; // size = 0x01F0

View file

@ -60,7 +60,7 @@ void func_8087B758(BgHaka* this, Player* player) {
func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
player->stateFlags2 |= PLAYER_STATE2_9;
player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND;
}
}

View file

@ -66,12 +66,12 @@ void BgHakaMegane_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
if (thisx->params < 3) {
this->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKACH_OBJECTS);
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_HAKACH_OBJECTS);
} else {
this->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKA_OBJECTS);
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_HAKA_OBJECTS);
}
if (this->objBankIndex < 0) {
if (this->requiredObjectSlot < 0) {
Actor_Kill(thisx);
} else {
this->actionFunc = func_8087DB24;
@ -88,8 +88,8 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play) {
CollisionHeader* colHeader;
CollisionHeader* collision;
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
this->dyna.actor.objBankIndex = this->objBankIndex;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->dyna.actor.objectSlot = this->requiredObjectSlot;
this->dyna.actor.draw = BgHakaMegane_Draw;
Actor_SetObjectDependency(play, &this->dyna.actor);
if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) {

View file

@ -12,7 +12,7 @@ typedef struct BgHakaMegane {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgHakaMeganeActionFunc actionFunc;
/* 0x0168 */ char unk_168[0x1];
/* 0x0169 */ s8 objBankIndex;
/* 0x0169 */ s8 requiredObjectSlot;
/* 0x016A */ char unk_16A[0x2];
} BgHakaMegane; // size = 0x016C

View file

@ -169,16 +169,16 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) {
Effect_Add(play, &this->blureEffectIndex[1], EFFECT_BLURE1, 0, 0, &blureInit);
if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKA_OBJECTS);
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_HAKA_OBJECTS);
thisx->flags &= ~ACTOR_FLAG_0;
} else {
this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_ICE_OBJECTS);
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_ICE_OBJECTS);
this->colliderScytheCenter.dim.radius = 30;
this->colliderScytheCenter.dim.height = 70;
Actor_SetFocus(thisx, 40.0f);
}
if (this->requiredObjBankIndex < 0) {
if (this->requiredObjectSlot < 0) {
Actor_Kill(thisx);
return;
}
@ -196,8 +196,8 @@ void BgHakaSgami_Destroy(Actor* thisx, PlayState* play) {
}
void BgHakaSgami_SetupSpin(BgHakaSgami* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex)) {
this->actor.objBankIndex = this->requiredObjBankIndex;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->actor.objectSlot = this->requiredObjectSlot;
this->actor.draw = BgHakaSgami_Draw;
this->timer = SCYTHE_SPIN_TIME;
this->actor.flags &= ~ACTOR_FLAG_4;

View file

@ -11,7 +11,7 @@ typedef void (*BgHakaSgamiActionFunc)(struct BgHakaSgami*, PlayState*);
typedef struct BgHakaSgami {
/* 0x0000 */ Actor actor;
/* 0x014C */ BgHakaSgamiActionFunc actionFunc;
/* 0x0150 */ s8 requiredObjBankIndex;
/* 0x0150 */ s8 requiredObjectSlot;
/* 0x0151 */ s8 unk_151;
/* 0x0152 */ s16 timer;
/* 0x0154 */ s32 blureEffectIndex[2];

View file

@ -102,11 +102,11 @@ void BgHakaZou_Init(Actor* thisx, PlayState* play) {
}
}
this->requiredObjBankIndex = (thisx->params == STA_BOMBABLE_RUBBLE)
? Object_GetIndex(&play->objectCtx, OBJECT_HAKACH_OBJECTS)
: Object_GetIndex(&play->objectCtx, OBJECT_HAKA_OBJECTS);
this->requiredObjectSlot = (thisx->params == STA_BOMBABLE_RUBBLE)
? Object_GetSlot(&play->objectCtx, OBJECT_HAKACH_OBJECTS)
: Object_GetSlot(&play->objectCtx, OBJECT_HAKA_OBJECTS);
if (this->requiredObjBankIndex < 0) {
if (this->requiredObjectSlot < 0) {
Actor_Kill(thisx);
} else if ((thisx->params != STA_UNKNOWN) && Flags_GetSwitch(play, this->switchFlag)) {
if (thisx->params != STA_GIANT_BIRD_STATUE) {
@ -158,8 +158,8 @@ void func_808828F4(BgHakaZou* this, PlayState* play) {
void BgHakaZou_Wait(BgHakaZou* this, PlayState* play) {
CollisionHeader* colHeader;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex)) {
this->dyna.actor.objBankIndex = this->requiredObjBankIndex;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->dyna.actor.objectSlot = this->requiredObjectSlot;
this->dyna.actor.draw = BgHakaZou_Draw;
if (this->dyna.actor.params == STA_UNKNOWN) {

View file

@ -11,7 +11,7 @@ typedef void (*BgHakaZouActionFunc)(struct BgHakaZou*, PlayState*);
typedef struct BgHakaZou {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgHakaZouActionFunc actionFunc;
/* 0x0168 */ s8 requiredObjBankIndex;
/* 0x0168 */ s8 requiredObjectSlot;
/* 0x0169 */ u8 switchFlag;
/* 0x016A */ s16 timer;
/* 0x016C */ ColliderCylinder collider;

View file

@ -117,8 +117,8 @@ void BgJyaBigmirror_SetBombiwaFlag(Actor* thisx, PlayState* play) {
}
void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
static s16 sMirRayParamss[] = { 0x0005, 0x0007, 0x0008 };
static Vec3f sMirRayPoss[] = {
static s16 sMirRayParamsVals[] = { 0x0005, 0x0007, 0x0008 };
static Vec3f sMirRayPositions[] = {
{ 60.0f, 1802.0f, -1102.0f },
{ -560.0f, 1800.0f, -310.0f },
{ 60.0f, 1800.0f, -310.0f },
@ -127,11 +127,11 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
s32 puzzleSolved;
s32 lightBeamToggles[3];
s32 i;
s32 objBankIndex;
s32 mirRayObjectSlot;
objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_MIR_RAY);
mirRayObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MIR_RAY);
if ((objBankIndex < 0) || (objBankIndex != this->mirRayObjIndex)) {
if ((mirRayObjectSlot < 0) || (mirRayObjectSlot != this->mirRayObjectSlot)) {
this->lightBeams[2] = NULL;
this->lightBeams[1] = NULL;
this->lightBeams[0] = NULL;
@ -152,9 +152,11 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
for (i = 0; i < 3; i++) {
if (lightBeamToggles[i]) {
if ((this->lightBeams[i] == NULL) && Object_IsLoaded(&play->objectCtx, objBankIndex)) {
this->lightBeams[i] = Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPoss[i].x,
sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i]);
if ((this->lightBeams[i] == NULL) && Object_IsLoaded(&play->objectCtx, mirRayObjectSlot)) {
this->lightBeams[i] =
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPositions[i].x, sMirRayPositions[i].y,
sMirRayPositions[i].z, 0, 0, 0, sMirRayParamsVals[i]);
if (this->lightBeams[i] == NULL) {
// "Mir Ray generation failed"
@ -169,7 +171,7 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
}
}
}
this->mirRayObjIndex = objBankIndex;
this->mirRayObjectSlot = mirRayObjectSlot;
}
void BgJyaBigmirror_Init(Actor* thisx, PlayState* play) {
@ -186,7 +188,7 @@ void BgJyaBigmirror_Init(Actor* thisx, PlayState* play) {
this->actor.room = -1;
sIsSpawned = true;
this->spawned = true;
this->mirRayObjIndex = -1;
this->mirRayObjectSlot = -1;
// "jya Bigmirror"
osSyncPrintf("(jya 大鏡)(arg_data 0x%04x)\n", this->actor.params);

View file

@ -25,7 +25,7 @@ typedef struct BgJyaBigmirror {
/* 0x015C */ u8 puzzleFlags;
/* 0x015D */ u8 spawned;
/* 0x0160 */ Actor* lightBeams[3];
/* 0x016C */ s32 mirRayObjIndex;
/* 0x016C */ s32 mirRayObjectSlot;
/* 0x0170 */ f32 liftHeight;
} BgJyaBigmirror; // size = 0x0174

View file

@ -45,7 +45,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
};
static s16 sObjectIDs[] = { OBJECT_MJIN_FLASH, OBJECT_MJIN_DARK, OBJECT_MJIN_FLAME,
static s16 sObjectIds[] = { OBJECT_MJIN_FLASH, OBJECT_MJIN_DARK, OBJECT_MJIN_FLAME,
OBJECT_MJIN_ICE, OBJECT_MJIN_SOUL, OBJECT_MJIN_WIND };
void BgMjin_SetupAction(BgMjin* this, BgMjinActionFunc actionFunc) {
@ -54,12 +54,12 @@ void BgMjin_SetupAction(BgMjin* this, BgMjinActionFunc actionFunc) {
void BgMjin_Init(Actor* thisx, PlayState* play) {
BgMjin* this = (BgMjin*)thisx;
s8 objBankIndex;
s8 objectSlot;
Actor_ProcessInitChain(thisx, sInitChain);
objBankIndex = Object_GetIndex(&play->objectCtx, (thisx->params != 0 ? OBJECT_MJIN : OBJECT_MJIN_OKA));
this->objBankIndex = objBankIndex;
if (objBankIndex < 0) {
objectSlot = Object_GetSlot(&play->objectCtx, (thisx->params != 0 ? OBJECT_MJIN : OBJECT_MJIN_OKA));
this->requiredObjectSlot = objectSlot;
if (objectSlot < 0) {
Actor_Kill(thisx);
} else {
BgMjin_SetupAction(this, func_808A0850);
@ -76,10 +76,10 @@ void func_808A0850(BgMjin* this, PlayState* play) {
CollisionHeader* colHeader;
CollisionHeader* collision;
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
colHeader = NULL;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->dyna.actor.objBankIndex = this->objBankIndex;
this->dyna.actor.objectSlot = this->requiredObjectSlot;
Actor_SetObjectDependency(play, &this->dyna.actor);
DynaPolyActor_Init(&this->dyna, 0);
collision = this->dyna.actor.params != 0 ? &gWarpPadCol : &gOcarinaWarpPadCol;
@ -106,10 +106,10 @@ void BgMjin_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mjin.c", 250);
if (thisx->params != 0) {
s32 objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIDs[thisx->params - 1]);
s32 objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[thisx->params - 1]);
if (objBankIndex >= 0) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objBankIndex].segment);
if (objectSlot >= 0) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
}
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&D_06000000));

View file

@ -10,7 +10,7 @@ typedef void (*BgMjinActionFunc)(struct BgMjin*, PlayState*);
typedef struct BgMjin {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ s8 objBankIndex;
/* 0x0164 */ s8 requiredObjectSlot;
/* 0x0168 */ BgMjinActionFunc actionFunc;
} BgMjin; // size = 0x016C

View file

@ -77,8 +77,8 @@ void BgMoriBigst_Init(Actor* thisx, PlayState* play) {
GET_PLAYER(play)->actor.world.pos.y);
BgMoriBigst_InitDynapoly(this, play, &gMoriBigstCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
// "【Big Stalfos key ceiling】 bank danger!"
osSyncPrintf("【ビッグスタルフォス鍵型天井】 バンク危険!\n");
osSyncPrintf("%s %d\n", "../z_bg_mori_bigst.c", 234);
@ -108,7 +108,7 @@ void BgMoriBigst_SetupWaitForMoriTex(BgMoriBigst* this, PlayState* play) {
void BgMoriBigst_WaitForMoriTex(BgMoriBigst* this, PlayState* play) {
Actor* thisx = &this->dyna.actor;
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
thisx->draw = BgMoriBigst_Draw;
if (Flags_GetClear(play, thisx->room) && (GET_PLAYER(play)->actor.world.pos.y > 700.0f)) {
if (Flags_GetSwitch(play, (thisx->params >> 8) & 0x3F)) {
@ -248,7 +248,7 @@ void BgMoriBigst_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_bigst.c", 541);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_bigst.c", 548),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -12,7 +12,7 @@ typedef struct BgMoriBigst {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgMoriBigstActionFunc actionFunc;
/* 0x0168 */ s16 waitTimer;
/* 0x016A */ s8 moriTexObjIndex;
/* 0x016A */ s8 moriTexObjectSlot;
} BgMoriBigst; // size = 0x016C
#endif

View file

@ -87,8 +87,8 @@ void BgMoriElevator_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
this->unk_172 = sIsSpawned;
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(thisx);
// "Forest Temple obj elevator Bank Danger!"
osSyncPrintf("Error : 森の神殿 obj elevator バンク危険!(%s %d)\n", "../z_bg_mori_elevator.c", 277);
@ -134,7 +134,7 @@ void BgMoriElevator_SetupWaitAfterInit(BgMoriElevator* this) {
}
void BgMoriElevator_WaitAfterInit(BgMoriElevator* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
if (play->roomCtx.curRoom.num == 2) {
this->dyna.actor.world.pos.y = 73.0f;
@ -255,7 +255,7 @@ void BgMoriElevator_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_elevator.c", 575);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_elevator.c", 580),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriElevatorDL);

View file

@ -14,7 +14,7 @@ typedef struct BgMoriElevator {
/* 0x0168 */ f32 targetY;
/* 0x016C */ s32 unk_16C;
/* 0x0170 */ u8 unk_170;
/* 0x0171 */ s8 moriTexObjIndex;
/* 0x0171 */ s8 moriTexObjectSlot;
/* 0x0172 */ s16 unk_172;
} BgMoriElevator; // size = 0x0174

View file

@ -164,8 +164,8 @@ void BgMoriHashigo_Init(Actor* thisx, PlayState* play) {
return;
}
}
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
// "Bank danger!"
osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
"../z_bg_mori_hashigo.c", 312);
@ -194,7 +194,7 @@ void BgMoriHashigo_SetupWaitForMoriTex(BgMoriHashigo* this) {
}
void BgMoriHashigo_WaitForMoriTex(BgMoriHashigo* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
if (this->dyna.actor.params == HASHIGO_CLASP) {
BgMoriHashigo_SetupClasp(this);
} else if (this->dyna.actor.params == HASHIGO_LADDER) {
@ -285,7 +285,7 @@ void BgMoriHashigo_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_hashigo.c", 516);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (1) {}
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hashigo.c", 521),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -15,7 +15,7 @@ typedef struct BgMoriHashigo {
/* 0x01C4 */ BgMoriHashigoActionFunc actionFunc;
/* 0x01C8 */ s16 hitTimer;
/* 0x01CA */ s16 bounceCounter;
/* 0x01CC */ s8 moriTexObjIndex;
/* 0x01CC */ s8 moriTexObjectSlot;
} BgMoriHashigo; // size = 0x01D0
typedef enum {

View file

@ -78,8 +78,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
BgMoriHashira4_InitDynaPoly(this, play, &gMoriHashira2Col, 0);
}
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->dyna.actor);
// "Bank danger!"
osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
@ -109,7 +109,7 @@ void BgMoriHashira4_SetupWaitForMoriTex(BgMoriHashira4* this) {
}
void BgMoriHashira4_WaitForMoriTex(BgMoriHashira4* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
this->gateTimer = 0;
if (this->dyna.actor.params == 0) {
BgMoriHashira4_SetupPillarsRotate(this);
@ -163,7 +163,7 @@ void BgMoriHashira4_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_hashira4.c", 339);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hashira4.c", 344),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -11,7 +11,7 @@ typedef void (*BgMoriHashira4ActionFunc)(struct BgMoriHashira4*, PlayState*);
typedef struct BgMoriHashira4 {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgMoriHashira4ActionFunc actionFunc;
/* 0x0168 */ s8 moriTexObjIndex;
/* 0x0168 */ s8 moriTexObjectSlot;
/* 0x0169 */ s8 switchFlag;
/* 0x016A */ s16 gateTimer;
} BgMoriHashira4; // size = 0x016C

View file

@ -54,7 +54,7 @@ static Gfx* sDLists[] = {
void BgMoriHineri_Init(Actor* thisx, PlayState* play) {
BgMoriHineri* this = (BgMoriHineri*)thisx;
s8 moriHineriObjIdx;
s8 objectSlot;
u32 switchFlagParam;
s32 t6;
@ -78,26 +78,26 @@ void BgMoriHineri_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.params = 3;
}
}
this->boxObjIdx = -1;
this->boxObjectSlot = -1;
if (this->dyna.actor.params == 0) {
this->moriHineriObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI1);
this->moriHineriObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI1);
if (t6 == 0) {
this->boxObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_BOX);
this->boxObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOX);
}
} else {
if (this->dyna.actor.params == 1) {
moriHineriObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI1A);
objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI1A);
} else {
moriHineriObjIdx = (this->dyna.actor.params == 2) ? Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI2)
: Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI2A);
objectSlot = (this->dyna.actor.params == 2) ? Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI2)
: Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI2A);
}
this->moriHineriObjIdx = moriHineriObjIdx;
this->moriHineriObjectSlot = objectSlot;
}
this->moriTexObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (t6 != 0) {
this->dyna.actor.params += 4;
}
if ((this->moriHineriObjIdx < 0) || (this->moriTexObjIdx < 0)) {
if ((this->moriHineriObjectSlot < 0) || (this->moriTexObjectSlot < 0)) {
Actor_Kill(&this->dyna.actor);
} else {
this->actionFunc = func_808A39FC;
@ -112,22 +112,22 @@ void BgMoriHineri_Destroy(Actor* thisx, PlayState* play) {
void func_808A39FC(BgMoriHineri* this, PlayState* play) {
CollisionHeader* colHeader;
if (Object_IsLoaded(&play->objectCtx, this->moriHineriObjIdx) &&
Object_IsLoaded(&play->objectCtx, this->moriTexObjIdx) &&
((this->boxObjIdx < 0) || Object_IsLoaded(&play->objectCtx, this->boxObjIdx))) {
this->dyna.actor.objBankIndex = this->moriHineriObjIdx;
if (Object_IsLoaded(&play->objectCtx, this->moriHineriObjectSlot) &&
Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot) &&
((this->boxObjectSlot < 0) || Object_IsLoaded(&play->objectCtx, this->boxObjectSlot))) {
this->dyna.actor.objectSlot = this->moriHineriObjectSlot;
if (this->dyna.actor.params >= 4) {
this->dyna.actor.params -= 4;
if (this->dyna.actor.params == 0) {
this->moriHineriObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI1A);
this->moriHineriObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI1A);
} else if (this->dyna.actor.params == 1) {
this->moriHineriObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI1);
this->moriHineriObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI1);
} else {
this->moriHineriObjIdx = (this->dyna.actor.params == 2)
? Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI2A)
: Object_GetIndex(&play->objectCtx, OBJECT_MORI_HINERI2);
this->moriHineriObjectSlot = (this->dyna.actor.params == 2)
? Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI2A)
: Object_GetSlot(&play->objectCtx, OBJECT_MORI_HINERI2);
}
if (this->moriHineriObjIdx < 0) {
if (this->moriHineriObjectSlot < 0) {
Actor_Kill(&this->dyna.actor);
} else {
this->actionFunc = func_808A3D58;
@ -194,13 +194,13 @@ void func_808A3D58(BgMoriHineri* this, PlayState* play) {
}
void func_808A3E54(BgMoriHineri* this, PlayState* play) {
s8 objBankIndex;
s8 objectSlot;
if (play->activeCamId == sSubCamId) {
if (sSubCamId != SUB_CAM_ID_DONE) {
objBankIndex = this->dyna.actor.objBankIndex;
this->dyna.actor.objBankIndex = this->moriHineriObjIdx;
this->moriHineriObjIdx = objBankIndex;
objectSlot = this->dyna.actor.objectSlot;
this->dyna.actor.objectSlot = this->moriHineriObjectSlot;
this->moriHineriObjectSlot = objectSlot;
this->dyna.actor.params ^= 1;
sSubCamId = SUB_CAM_ID_DONE;
Sfx_PlaySfxCentered(NA_SE_SY_TRE_BOX_APPEAR);
@ -223,17 +223,17 @@ void BgMoriHineri_Update(Actor* thisx, PlayState* play) {
void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
BgMoriHineri* this = (BgMoriHineri*)thisx;
s8 objIndex;
s32 pad;
MtxF mtx;
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_hineri.c", 611);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIdx].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hineri.c", 618),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sDLists[this->dyna.actor.params]);
if (this->boxObjIdx > 0) {
if (this->boxObjectSlot > 0) {
Matrix_Get(&mtx);
}
if ((this->actionFunc == func_808A3C8C) && (this->dyna.actor.shape.rot.z != 0)) {
@ -249,9 +249,9 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDungeonDoorDL);
}
if ((this->boxObjIdx > 0) && ((this->boxObjIdx = Object_GetIndex(&play->objectCtx, OBJECT_BOX)) > 0) &&
Object_IsLoaded(&play->objectCtx, this->boxObjIdx)) {
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->boxObjIdx].segment);
if ((this->boxObjectSlot > 0) && ((this->boxObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOX)) > 0) &&
Object_IsLoaded(&play->objectCtx, this->boxObjectSlot)) {
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->boxObjectSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
Matrix_Put(&mtx);
Matrix_Translate(147.0f, -245.0f, -453.0f, MTXMODE_APPLY);

View file

@ -11,9 +11,9 @@ typedef void (*BgMoriHineriActionFunc)(struct BgMoriHineri*, PlayState*);
typedef struct BgMoriHineri {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgMoriHineriActionFunc actionFunc;
/* 0x0168 */ s8 moriHineriObjIdx;
/* 0x0169 */ s8 moriTexObjIdx;
/* 0x016A */ s8 boxObjIdx;
/* 0x0168 */ s8 moriHineriObjectSlot;
/* 0x0169 */ s8 moriTexObjectSlot;
/* 0x016A */ s8 boxObjectSlot;
/* 0x016B */ s8 switchFlag;
} BgMoriHineri; // size = 0x016C

View file

@ -66,8 +66,8 @@ void BgMoriIdomizu_Init(Actor* thisx, PlayState* play) {
this->actor.world.pos.y = 184.0f;
BgMoriIdomizu_SetWaterLevel(play, 184);
}
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->actor);
// "Bank danger!"
osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->actor.params, "../z_bg_mori_idomizu.c",
@ -96,7 +96,7 @@ void BgMoriIdomizu_SetupWaitForMoriTex(BgMoriIdomizu* this) {
}
void BgMoriIdomizu_WaitForMoriTex(BgMoriIdomizu* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
BgMoriIdomizu_SetupMain(this);
this->actor.draw = BgMoriIdomizu_Draw;
}
@ -169,7 +169,7 @@ void BgMoriIdomizu_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_idomizu.c", 360),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, 128);

View file

@ -15,7 +15,7 @@ typedef struct BgMoriIdomizu {
/* 0x0154 */ s32 prevSwitchFlagSet;
/* 0x0158 */ s16 isLoaded;
/* 0x015A */ s16 drainTimer;
/* 0x015C */ s8 moriTexObjIndex;
/* 0x015C */ s8 moriTexObjectSlot;
} BgMoriIdomizu; // size = 0x0160
#endif

View file

@ -56,8 +56,8 @@ void BgMoriKaitenkabe_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gMoriKaitenkabeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->dyna.actor);
// "【Rotating wall】 Bank danger!"
osSyncPrintf("【回転壁】 バンク危険!(%s %d)\n", "../z_bg_mori_kaitenkabe.c", 176);
@ -74,7 +74,7 @@ void BgMoriKaitenkabe_Destroy(Actor* thisx, PlayState* play) {
}
void BgMoriKaitenkabe_WaitForMoriTex(BgMoriKaitenkabe* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
BgMoriKaitenkabe_SetupWait(this);
this->dyna.actor.draw = BgMoriKaitenkabe_Draw;
}
@ -163,7 +163,7 @@ void BgMoriKaitenkabe_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_kaitenkabe.c", 347);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_kaitenkabe.c", 352),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -16,7 +16,7 @@ typedef struct BgMoriKaitenkabe {
/* 0x0170 */ f32 rotSpeed;
/* 0x0174 */ f32 rotYdeg;
/* 0x0178 */ Vec3f lockedPlayerPos;
/* 0x0184 */ s8 moriTexObjIndex;
/* 0x0184 */ s8 moriTexObjectSlot;
} BgMoriKaitenkabe; // size = 0x0188
#endif

View file

@ -64,8 +64,8 @@ void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play) {
// "The set Angle has changed. Let's fix the program."
osSyncPrintf("Warning : セット Angle が変更されています。プログラムを修正しましょう。\n");
}
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
// "Forest Temple obj Falling Ceiling Bank Danger!"
osSyncPrintf("Error : 森の神殿 obj 落下天井 バンク危険!(%s %d)\n", "../z_bg_mori_rakkatenjo.c", 205);
Actor_Kill(&this->dyna.actor);
@ -102,7 +102,7 @@ void BgMoriRakkatenjo_SetupWaitForMoriTex(BgMoriRakkatenjo* this) {
}
void BgMoriRakkatenjo_WaitForMoriTex(BgMoriRakkatenjo* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->moriTexObjectSlot)) {
BgMoriRakkatenjo_SetupWait(this);
this->dyna.actor.draw = BgMoriRakkatenjo_Draw;
}
@ -226,7 +226,7 @@ void BgMoriRakkatenjo_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mori_rakkatenjo.c", 497);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_rakkatenjo.c", 502),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -14,7 +14,7 @@ typedef struct BgMoriRakkatenjo {
/* 0x0168 */ s32 timer;
/* 0x016C */ s32 bounceCount;
/* 0x0170 */ s32 fallCount;
/* 0x0174 */ s8 moriTexObjIndex;
/* 0x0174 */ s8 moriTexObjectSlot;
} BgMoriRakkatenjo; // size = 0x0178
#endif

View file

@ -59,8 +59,8 @@ void BgSpot01Objects2_Init(Actor* thisx, PlayState* play) {
}
if (this->objectId >= 0) {
this->objBankIndex = Object_GetIndex(&play->objectCtx, this->objectId);
if (this->objBankIndex < 0) {
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, this->objectId);
if (this->requiredObjectSlot < 0) {
// "There was no bank setting."
osSyncPrintf("-----------------------------バンク設定ありませんでした.");
Actor_Kill(&this->dyna.actor);
@ -91,12 +91,12 @@ void func_808AC2BC(BgSpot01Objects2* this, PlayState* play) {
s32 pad;
Vec3f position;
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
// "---- Successful bank switching!!"
osSyncPrintf("-----バンク切り換え成功!!\n");
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->requiredObjectSlot].segment);
this->dyna.actor.objBankIndex = this->objBankIndex;
this->dyna.actor.objectSlot = this->requiredObjectSlot;
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
switch (this->dyna.actor.params & 7) {

View file

@ -13,7 +13,7 @@ typedef struct BgSpot01Objects2 {
/* 0x0164 */ BgSpot01Objects2ActionFunc actionFunc;
/* 0x0168 */ char unk_168[0x10];
/* 0x0178 */ s32 objectId;
/* 0x017C */ s8 objBankIndex;
/* 0x017C */ s8 requiredObjectSlot;
} BgSpot01Objects2; // size = 0x0180
#endif

View file

@ -218,9 +218,9 @@ s32 func_808B4E58(BgSpot16Bombstone* this, PlayState* play) {
actor->shape.rot.z = D_808B5DD8[actor->params][9];
this->dList = object_bombiwa_DL_0009E0;
this->bombiwaBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_BOMBIWA);
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA);
if (this->bombiwaBankIndex < 0) {
if (this->requiredObjectSlot < 0) {
osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", actor->params, "../z_bg_spot16_bombstone.c",
589);
return false;
@ -486,7 +486,7 @@ void func_808B5AF0(BgSpot16Bombstone* this) {
}
void func_808B5B04(BgSpot16Bombstone* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->bombiwaBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
func_808B5B58(this);
this->actor.draw = BgSpot16Bombstone_Draw;
}
@ -546,7 +546,7 @@ void BgSpot16Bombstone_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, this->dList);
} else {
// The boulder is debris
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->bombiwaBankIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->requiredObjectSlot].segment);
gSPDisplayList(POLY_OPA_DISP++, this->dList);
}

View file

@ -22,7 +22,7 @@ typedef struct BgSpot16Bombstone {
/* 0x01C4 */ ColliderCylinder colliderCylinder;
/* 0x0210 */ s16 unk_210;
/* 0x0212 */ s16 unk_212;
/* 0x0214 */ s8 bombiwaBankIndex;
/* 0x0214 */ s8 requiredObjectSlot;
} BgSpot16Bombstone; // size = 0x0218
#endif

View file

@ -321,8 +321,8 @@ void BossGanon_SetColliderPos(Vec3f* pos, ColliderCylinder* collider) {
}
void BossGanon_SetAnimationObject(BossGanon* this, PlayState* play, s32 objectId) {
this->animBankIndex = Object_GetIndex(&play->objectCtx, objectId);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animBankIndex].segment);
this->animObjectSlot = Object_GetSlot(&play->objectCtx, objectId);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
}
static InitChainEntry sInitChain[] = {
@ -474,18 +474,18 @@ void BossGanon_Destroy(Actor* thisx, PlayState* play) {
void BossGanon_SetupIntroCutscene(BossGanon* this, PlayState* play) {
s32 pad;
s32 animBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GANON_ANIME2);
s32 animObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON_ANIME2);
if (animBankIndex < 0) {
if (animObjectSlot < 0) {
Actor_Kill(&this->actor);
return;
}
if (Object_IsLoaded(&play->objectCtx, animBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, animObjectSlot)) {
this->actionFunc = BossGanon_IntroCutscene;
this->unk_198 = 1;
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
this->animObjectSlot = animObjectSlot;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[animObjectSlot].segment);
Animation_MorphToLoop(&this->skelAnime, &gGanondorfPlayOrganAnim, 0.0f);
} else {
this->actionFunc = BossGanon_SetupIntroCutscene;
@ -533,7 +533,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
f32 cos;
Camera* mainCam;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
sCape->backPush = -2.0f;
sCape->backSwayMagnitude = 0.25f;
@ -1079,8 +1079,8 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 50) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(
play->objectCtx.status[Object_GetIndex(&play->objectCtx, OBJECT_GANON)].segment);
gSegments[6] =
VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[Object_GetSlot(&play->objectCtx, OBJECT_GANON)].segment);
if (!GET_EVENTCHKINF(EVENTCHKINF_78)) {
TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gGanondorfTitleCardTex),
@ -1163,14 +1163,14 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
void BossGanon_SetupDeathCutscene(BossGanon* this, PlayState* play) {
s32 pad;
s32 animBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GANON_ANIME2);
s32 animObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON_ANIME2);
if (Object_IsLoaded(&play->objectCtx, animBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, animObjectSlot)) {
this->actionFunc = BossGanon_DeathAndTowerCutscene;
this->csTimer = this->csState = 0;
this->unk_198 = 1;
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
this->animObjectSlot = animObjectSlot;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[animObjectSlot].segment);
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDefeatedStartAnim, 0.0f);
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->unk_508 = 0.0f;
@ -1179,11 +1179,11 @@ void BossGanon_SetupDeathCutscene(BossGanon* this, PlayState* play) {
void BossGanon_SetupTowerCutscene(BossGanon* this, PlayState* play) {
s32 pad;
s32 animBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GANON_ANIME2);
s32 animObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON_ANIME2);
if (Object_IsLoaded(&play->objectCtx, animBankIndex)) {
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
if (Object_IsLoaded(&play->objectCtx, animObjectSlot)) {
this->animObjectSlot = animObjectSlot;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[animObjectSlot].segment);
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDefeatedStartAnim, 0.0f);
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->actionFunc = BossGanon_DeathAndTowerCutscene;
@ -1226,7 +1226,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
Camera* mainCam;
Vec3f sp64;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
this->csTimer++;
SkelAnime_Update(&this->skelAnime);
@ -2796,7 +2796,7 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
if ((this->actionFunc != BossGanon_IntroCutscene) && (this->actionFunc != BossGanon_DeathAndTowerCutscene)) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
} else {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
}
if (this->windowShatterState != GDF_WINDOW_SHATTER_OFF) {

View file

@ -85,7 +85,7 @@ typedef enum {
typedef struct BossGanon {
/* 0x0000 */ Actor actor;
/* 0x014C */ s32 animBankIndex;
/* 0x014C */ s32 animObjectSlot;
/* 0x0150 */ SkelAnime skelAnime;
/* 0x0194 */ BossGanonActionFunc actionFunc;
/* 0x0198 */ u8 unk_198;

View file

@ -78,15 +78,15 @@ void func_808FD080(s32 idx, ColliderJntSph* collider, Vec3f* arg2) {
void BossGanon2_SetObjectSegment(BossGanon2* this, PlayState* play, s32 objectId, u8 setRSPSegment) {
s32 pad;
s32 objectIdx = Object_GetIndex(&play->objectCtx, objectId);
s32 objectSlot = Object_GetSlot(&play->objectCtx, objectId);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIdx].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
if (setRSPSegment) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 790);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objectIdx].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[objectIdx].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 799);
}
@ -183,7 +183,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
s16 pad;
u8 sp8D;
Player* player;
s32 objectIdx;
s32 objectSlot;
s32 zero = 0;
s32 pad2;
@ -193,8 +193,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
switch (this->unk_39C) {
case 0:
objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GANON_ANIME3);
if (Object_IsLoaded(&play->objectCtx, objectIdx)) {
objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON_ANIME3);
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
this->subCamId = Play_CreateSubCamera(play);
@ -1040,10 +1040,10 @@ void func_808FFCFC(BossGanon2* this, PlayState* play) {
void func_808FFDB0(BossGanon2* this, PlayState* play) {
s32 sp28;
s32 objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GANON2);
s32 objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON2);
if (Object_IsLoaded(&play->objectCtx, objectIdx)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIdx].segment);
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
Animation_MorphToLoop(&this->skelAnime, &gGanonGuardIdleAnim, -10.0f);
this->actionFunc = func_808FFEBC;

View file

@ -2083,7 +2083,7 @@ void BossGoma_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r
sDeadLimbLifetime[limbIndex] + 100);
if (babyGohma != NULL) {
babyGohma->bossLimbDL = *dList;
babyGohma->actor.objBankIndex = this->actor.objBankIndex;
babyGohma->actor.objectSlot = this->actor.objectSlot;
}
}

View file

@ -756,7 +756,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
}
}
if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_GRAB) {
player->unk_850 = 0xA;
player->actionVar2 = 0xA;
player->actor.speed = player->actor.velocity.y = 0;
Math_ApproachF(&player->actor.world.pos.x, this->grabPosRot.pos.x, 0.5f, 20.0f);
Math_ApproachF(&player->actor.world.pos.y, this->grabPosRot.pos.y, 0.5f, 20.0f);
@ -814,7 +814,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
Math_ApproachS(&this->tentRot[indS1].z, tempf2, 1.0f / this->tentMaxAngle, this->tentSpeed);
}
}
player->unk_850 = 0xA;
player->actionVar2 = 0xA;
player->actor.world.pos.x = this->grabPosRot.pos.x;
player->actor.world.pos.y = this->grabPosRot.pos.y;
player->actor.world.pos.z = this->grabPosRot.pos.z;
@ -833,7 +833,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->work[MO_TENT_ACTION_STATE] = MO_TENT_RETREAT;
this->work[MO_TENT_INVINC_TIMER] = 50;
if (&this->actor == player->actor.parent) {
player->unk_850 = 0x65;
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
if (this->timers[0] == 0) {
@ -863,7 +863,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
case MO_TENT_CUT:
Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EV_WATER_WALL - SFX_FLAG);
if (&this->actor == player->actor.parent) {
player->unk_850 = 0x65;
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
}
@ -1784,7 +1784,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
sMorphaTent2->tent2KillTimer = 1;
}
if (player->actor.parent != NULL) {
player->unk_850 = 0x65;
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
}
@ -1803,7 +1803,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
sMorphaTent1->timers[0] = 40;
sMorphaTent1->actor.flags &= ~ACTOR_FLAG_0;
if (player->actor.parent == &sMorphaTent1->actor) {
player->unk_850 = 0x65;
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
}

View file

@ -1749,7 +1749,7 @@ void BossSst_HandClap(BossSst* this, PlayState* play) {
}
if (player->actor.parent == &this->actor) {
player->unk_850 = 0;
player->actionVar2 = 0;
player->actor.world.pos = this->actor.world.pos;
}
}
@ -1844,7 +1844,7 @@ void BossSst_HandGrab(BossSst* this, PlayState* play) {
this->actor.world.pos.x += this->actor.speed * Math_SinS(this->actor.world.rot.y);
this->actor.world.pos.z += this->actor.speed * Math_CosS(this->actor.world.rot.y);
if (player->stateFlags2 & PLAYER_STATE2_7) {
player->unk_850 = 0;
player->actionVar2 = 0;
player->actor.world.pos = this->actor.world.pos;
player->actor.shape.rot.y = this->actor.shape.rot.y;
}
@ -1938,7 +1938,7 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) {
}
if (player->stateFlags2 & PLAYER_STATE2_7) {
player->unk_850 = 0;
player->actionVar2 = 0;
Math_Vec3f_Copy(&player->actor.world.pos, &this->actor.world.pos);
player->actor.shape.rot.x = this->actor.shape.rot.x;
player->actor.shape.rot.z = (this->vParity * -0x4000) + this->actor.shape.rot.z;
@ -2422,7 +2422,7 @@ void BossSst_HandReleasePlayer(BossSst* this, PlayState* play, s32 dropPlayer) {
if (player->actor.parent == &this->actor) {
player->actor.parent = NULL;
player->unk_850 = 100;
player->actionVar2 = 100;
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
OTHER_HAND(this)->colliderJntSph.base.ocFlags1 |= OC1_ON;
if (dropPlayer) {

View file

@ -17,7 +17,7 @@ void Demo6K_Init(Actor* thisx, PlayState* play);
void Demo6K_Destroy(Actor* thisx, PlayState* play);
void Demo6K_Update(Actor* thisx, PlayState* play);
void func_80966DB0(Demo6K* this, PlayState* play);
void Demo6K_WaitForObject(Demo6K* this, PlayState* play);
void func_80966E04(Demo6K* this, PlayState* play);
void func_80966E98(Demo6K* this, PlayState* play);
void func_80966F84(Demo6K* this, PlayState* play);
@ -69,26 +69,26 @@ void Demo6K_Init(Actor* thisx, PlayState* play) {
Demo6K* this = (Demo6K*)thisx;
s32 pad;
s32 params = this->actor.params;
s32 objBankIndex;
s32 objectSlot;
s32 i;
osSyncPrintf("no = %d\n", params);
if (sObjectIds[params] != OBJECT_GAMEPLAY_KEEP) {
objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIds[params]);
objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[params]);
} else {
objBankIndex = 0;
objectSlot = 0;
}
osSyncPrintf("bank_ID = %d\n", objBankIndex);
osSyncPrintf("bank_ID = %d\n", objectSlot);
if (objBankIndex < 0) {
if (objectSlot < 0) {
ASSERT(0, "0", "../z_demo_6k.c", 334);
} else {
this->objBankIndex = objBankIndex;
this->requiredObjectSlot = objectSlot;
}
Demo6K_SetupAction(this, func_80966DB0);
Demo6K_SetupAction(this, Demo6K_WaitForObject);
this->timer1 = 0;
this->flags = 0;
this->timer2 = 0;
@ -197,9 +197,9 @@ void Demo6K_Destroy(Actor* thisx, PlayState* play) {
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode);
}
void func_80966DB0(Demo6K* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
this->actor.objBankIndex = this->objBankIndex;
void Demo6K_WaitForObject(Demo6K* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->actor.objectSlot = this->requiredObjectSlot;
this->actor.draw = this->drawFunc;
this->actionFunc = this->initActionFunc;
}

View file

@ -27,7 +27,7 @@ typedef struct Demo6K {
/* 0x028C */ u16 flags;
/* 0x028E */ u16 timer1;
/* 0x0290 */ u16 timer2;
/* 0x0292 */ u8 objBankIndex;
/* 0x0292 */ u8 requiredObjectSlot;
/* 0x0293 */ u8 unk_293;
} Demo6K; // size = 0x0294

View file

@ -314,22 +314,22 @@ void DemoEc_DrawSkeletonCustomColor(DemoEc* this, PlayState* play, Gfx* arg2, Gf
void DemoEc_UseDrawObject(DemoEc* this, PlayState* play) {
s32 pad[2];
s32 drawObjBankIndex = this->drawObjBankIndex;
s32 drawObjectSlot = this->drawObjectSlot;
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx, "../z_demo_ec.c", 662);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[drawObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[drawObjBankIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[drawObjectSlot].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[drawObjectSlot].segment);
if (!play) {}
CLOSE_DISPS(gfxCtx, "../z_demo_ec.c", 670);
}
void DemoEc_UseAnimationObject(DemoEc* this, PlayState* play) {
s32 animObjBankIndex = this->animObjBankIndex;
s32 animObjectSlot = this->animObjectSlot;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[animObjectSlot].segment);
}
CsCmdActorCue* DemoEc_GetCue(PlayState* play, s32 cueChannel) {
@ -1261,26 +1261,27 @@ void DemoEc_InitCommon(DemoEc* this, PlayState* play) {
s32 type;
s16 pad2;
s16 sp28;
s32 primaryBankIndex;
s32 secondaryBankIndex;
s32 primaryObjectSlot;
s32 secondaryObjectSlot;
type = this->actor.params;
primary = sDrawObjects[type];
sp28 = sAnimationObjects[type];
primaryBankIndex = Object_GetIndex(&play->objectCtx, primary);
secondaryBankIndex = Object_GetIndex(&play->objectCtx, sp28);
primaryObjectSlot = Object_GetSlot(&play->objectCtx, primary);
secondaryObjectSlot = Object_GetSlot(&play->objectCtx, sp28);
if ((secondaryBankIndex < 0) || (primaryBankIndex < 0)) {
if ((secondaryObjectSlot < 0) || (primaryObjectSlot < 0)) {
// "Demo_Ec_main_bank: Bank unreadable arg_data = %d!"
osSyncPrintf(VT_FGCOL(RED) "Demo_Ec_main_bank:バンクを読めない arg_data = %d!\n" VT_RST, type);
Actor_Kill(&this->actor);
return;
}
if (Object_IsLoaded(&play->objectCtx, primaryBankIndex) && Object_IsLoaded(&play->objectCtx, secondaryBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, primaryObjectSlot) &&
Object_IsLoaded(&play->objectCtx, secondaryObjectSlot)) {
this->drawObjBankIndex = primaryBankIndex;
this->animObjBankIndex = secondaryBankIndex;
this->drawObjectSlot = primaryObjectSlot;
this->animObjectSlot = secondaryObjectSlot;
DemoEc_InitNpc(this, play);
}

View file

@ -18,8 +18,8 @@ typedef struct DemoEc {
/* 0x0194 */ s32 updateMode;
/* 0x0198 */ s32 drawConfig;
/* 0x019C */ s32 cueId;
/* 0x01A0 */ s32 drawObjBankIndex;
/* 0x01A4 */ s32 animObjBankIndex;
/* 0x01A0 */ s32 drawObjectSlot;
/* 0x01A4 */ s32 animObjectSlot;
} DemoEc; // size = 0x01A8
#endif

View file

@ -28,7 +28,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play);
void DemoEffect_DrawTimeWarp(Actor* thisx, PlayState* play);
void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2);
void DemoEffect_Wait(DemoEffect* this, PlayState* play);
void DemoEffect_WaitForObject(DemoEffect* this, PlayState* play);
void DemoEffect_InitTimeWarp(DemoEffect* this, PlayState* play);
void DemoEffect_InitTimeWarpTimeblock(DemoEffect* this, PlayState* play);
void DemoEffect_InitCreationFireball(DemoEffect* this, PlayState* play);
@ -166,7 +166,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
DemoEffect* this = (DemoEffect*)thisx;
s32 effectType;
s32 lightEffect;
s32 objectIndex;
s32 objectSlot;
DemoEffect* crystalLight;
DemoEffect* lightRing;
@ -175,16 +175,16 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
osSyncPrintf(VT_FGCOL(CYAN) " no = %d\n" VT_RST, effectType);
objectIndex = sEffectTypeObjects[effectType] == OBJECT_GAMEPLAY_KEEP
? 0
: Object_GetIndex(&play->objectCtx, sEffectTypeObjects[effectType]);
objectSlot = sEffectTypeObjects[effectType] == OBJECT_GAMEPLAY_KEEP
? 0
: Object_GetSlot(&play->objectCtx, sEffectTypeObjects[effectType]);
osSyncPrintf(VT_FGCOL(CYAN) " bank_ID = %d\n" VT_RST, objectIndex);
osSyncPrintf(VT_FGCOL(CYAN) " bank_ID = %d\n" VT_RST, objectSlot);
if (objectIndex < 0) {
if (objectSlot < 0) {
ASSERT(0, "0", "../z_demo_effect.c", 723);
} else {
this->initObjectBankIndex = objectIndex;
this->requiredObjectSlot = objectSlot;
}
this->effectFlags = 0;
@ -499,7 +499,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
}
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
DemoEffect_SetupUpdate(this, DemoEffect_Wait);
DemoEffect_SetupUpdate(this, DemoEffect_WaitForObject);
}
void DemoEffect_Destroy(Actor* thisx, PlayState* play) {
@ -518,9 +518,9 @@ void DemoEffect_Destroy(Actor* thisx, PlayState* play) {
* They are copied to actor.draw and updateFunc.
* initUpdateFunc/initDrawFunc are set during initialization and are NOT executed.
*/
void DemoEffect_Wait(DemoEffect* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->initObjectBankIndex)) {
this->actor.objBankIndex = this->initObjectBankIndex;
void DemoEffect_WaitForObject(DemoEffect* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->actor.objectSlot = this->requiredObjectSlot;
this->actor.draw = this->initDrawFunc;
this->updateFunc = this->initUpdateFunc;

View file

@ -79,7 +79,7 @@ typedef struct {
typedef struct DemoEffect {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelCurve skelCurve;
/* 0x016C */ u8 initObjectBankIndex;
/* 0x016C */ u8 requiredObjectSlot;
/* 0x0170 */ Gfx* jewelDisplayList;
/* 0x0174 */ Gfx* jewelHolderDisplayList;
/* 0x0178 */ u8 primXluColor[3];

View file

@ -23,7 +23,7 @@ void func_80978308(DemoGeff* this, PlayState* play);
void func_809784D4(DemoGeff* this, PlayState* play);
void func_80978344(DemoGeff* this, PlayState* play);
static s16 sObjectIDs[] = {
static s16 sObjectIds[] = {
OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF, OBJECT_GEFF,
};
@ -86,13 +86,13 @@ void func_80977EA8(PlayState* play, Gfx* dlist) {
void func_80977F80(DemoGeff* this, PlayState* play) {
s32 pad[2];
s32 objBankIndex = this->objBankIndex;
s32 objectSlot = this->objectSlot;
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx, "../z_demo_geff.c", 204);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objBankIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
// Necessary to match
if (!play) {}
@ -188,17 +188,17 @@ void func_809783D4(DemoGeff* this, PlayState* play) {
ObjectContext* objCtx = &play->objectCtx;
Actor* thisx = &this->actor;
s32 params = thisx->params;
s16 objectId = sObjectIDs[params];
s32 objBankIndex = Object_GetIndex(objCtx, objectId);
s16 objectId = sObjectIds[params];
s32 objectSlot = Object_GetSlot(objCtx, objectId);
s32 pad;
if (objBankIndex < 0) {
if (objectSlot < 0) {
osSyncPrintf(VT_FGCOL(RED) "Demo_Geff_main_bank:バンクを読めない arg_data = %d!\n" VT_RST, params);
Actor_Kill(thisx);
return;
}
if (Object_IsLoaded(objCtx, objBankIndex)) {
this->objBankIndex = objBankIndex;
if (Object_IsLoaded(objCtx, objectSlot)) {
this->objectSlot = objectSlot;
func_80978370(this, play);
}
}

View file

@ -16,7 +16,7 @@ typedef struct DemoGeff {
/* 0x0000 */ Actor actor;
/* 0x014C */ s32 action;
/* 0x0150 */ s32 drawConfig;
/* 0x0154 */ s32 objBankIndex;
/* 0x0154 */ s32 objectSlot;
/* 0x0158 */ DemoGt* demoGt;
/* 0x015C */ f32 deltaPosX;
/* 0x0160 */ f32 deltaPosY;

View file

@ -52,7 +52,7 @@ ActorInit Demo_Kankyo_InitVars = {
(ActorFunc)DemoKankyo_Draw,
};
static s16 sObjIds[] = {
static s16 sObjectIds[] = {
OBJECT_EFC_STAR_FIELD, OBJECT_EFC_STAR_FIELD, OBJECT_EFC_STAR_FIELD, OBJECT_EFC_STAR_FIELD, OBJECT_EFC_STAR_FIELD,
OBJECT_EFC_STAR_FIELD, OBJECT_EFC_STAR_FIELD, OBJECT_GAMEPLAY_KEEP, OBJECT_GI_MELODY, OBJECT_GI_MELODY,
OBJECT_GI_MELODY, OBJECT_GI_MELODY, OBJECT_GI_MELODY, OBJECT_TOKI_OBJECTS, OBJECT_TOKI_OBJECTS,
@ -181,13 +181,13 @@ void DemoKankyo_SetupAction(DemoKankyo* this, DemoKankyoActionFunc actionFunc) {
void DemoKankyo_Init(Actor* thisx, PlayState* play) {
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
s32 objBankIndex = Object_GetIndex(&play->objectCtx, sObjIds[this->actor.params]);
s32 objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[this->actor.params]);
osSyncPrintf("bank_ID = %d\n", objBankIndex);
if (objBankIndex < 0) {
osSyncPrintf("bank_ID = %d\n", objectSlot);
if (objectSlot < 0) {
ASSERT(0, "0", "../z_demo_kankyo.c", 521);
} else {
this->objBankIndex = objBankIndex;
this->requiredObjectSlot = objectSlot;
}
switch (this->actor.params) {
@ -279,7 +279,7 @@ void DemoKankyo_SetupType(DemoKankyo* this, PlayState* play) {
Player* player = GET_PLAYER(play);
f32 temp;
if (this->actor.objBankIndex == this->objBankIndex) {
if (this->actor.objectSlot == this->requiredObjectSlot) {
switch (this->actor.params) {
case DEMOKANKYO_ROCK_1:
case DEMOKANKYO_ROCK_2:
@ -432,7 +432,7 @@ void DemoKankyo_Update(Actor* thisx, PlayState* play) {
void DemoKankyo_Draw(Actor* thisx, PlayState* play) {
DemoKankyo* this = (DemoKankyo*)thisx;
if (this->actor.objBankIndex == this->objBankIndex) {
if (this->actor.objectSlot == this->requiredObjectSlot) {
switch (this->actor.params) {
case DEMOKANKYO_BLUE_RAIN:
case DEMOKANKYO_BLUE_RAIN_2:
@ -480,8 +480,8 @@ void DemoKankyo_Draw(Actor* thisx, PlayState* play) {
break;
}
}
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
this->actor.objBankIndex = this->objBankIndex;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->actor.objectSlot = this->requiredObjectSlot;
}
}

View file

@ -42,7 +42,7 @@ typedef struct {
typedef struct DemoKankyo {
/* 0x0000 */ Actor actor;
/* 0x014C */ u8 objBankIndex;
/* 0x014C */ u8 requiredObjectSlot;
/* 0x014D */ u8 sparkleCounter;
/* 0x014E */ u8 warpTimer;
/* 0x0150 */ DemoKankyoUnk150 unk_150[30];

View file

@ -277,47 +277,52 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
Vtx* energyVtx = SEGMENTED_TO_VIRTUAL(gTrialBarrierEnergyVtx);
s32 i;
if (this->orbScale != 0.0f) {
if (1) {}
alphas[2] = (s32)(this->energyAlpha * 202.0f);
alphas[1] = (s32)(this->energyAlpha * 126.0f);
alphas[0] = 0;
for (i = 0; i < 102; i++) {
energyVtx[i].v.cn[3] = alphas[alphaIndex[i]];
}
colorIndex = (this->actor.params - 1) * 6;
OPEN_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 632);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(0.0f, 1200.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->orbScale, this->orbScale, this->orbScale, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1200.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
Matrix_Pop();
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
gSPSegment(
POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierFloorDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, sEnergyColors[colorIndex + 0], sEnergyColors[colorIndex + 1],
sEnergyColors[colorIndex + 2], 255);
gDPSetEnvColor(POLY_XLU_DISP++, sEnergyColors[colorIndex + 3], sEnergyColors[colorIndex + 4],
sEnergyColors[colorIndex + 5], 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x40));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierEnergyDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 696);
if (this->orbScale == 0.0f) {
return;
}
alphas[2] = (s32)(this->energyAlpha * 202.0f);
alphas[1] = (s32)(this->energyAlpha * 126.0f);
alphas[0] = 0;
for (i = 0; i < 102; i++) {
energyVtx[i].v.cn[3] = alphas[alphaIndex[i]];
}
colorIndex = (this->actor.params - 1) * 6;
OPEN_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 632);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(0.0f, 1200.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->orbScale, this->orbScale, this->orbScale, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1200.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
Matrix_Pop();
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierFloorDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, sEnergyColors[colorIndex + 0], sEnergyColors[colorIndex + 1],
sEnergyColors[colorIndex + 2], 255);
gDPSetEnvColor(POLY_XLU_DISP++, sEnergyColors[colorIndex + 3], sEnergyColors[colorIndex + 4],
sEnergyColors[colorIndex + 5], 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x40));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierEnergyDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 696);
}
void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play) {

View file

@ -129,7 +129,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
player = GET_PLAYER(play);
if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) {
if ((this->actor.targetMode != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(player->stateFlags1 & PLAYER_STATE1_31) && (player->unk_84F == 0)) {
(player->stateFlags1 & PLAYER_STATE1_31) && (player->actionVar1 == 0)) {
destinationIdx = ((this->actor.params >> 0xC) & 7) - 1;
Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, 0x4FF);
gSaveContext.respawn[RESPAWN_MODE_RETURN].pos.y = this->actor.world.pos.y;

View file

@ -25,7 +25,7 @@ void DoorKiller_Init(Actor* thisx, PlayState* play2);
void DoorKiller_Destroy(Actor* thisx, PlayState* play);
void DoorKiller_Update(Actor* thisx, PlayState* play);
void DoorKiller_Wait(DoorKiller* this, PlayState* play);
void DoorKiller_SetProperties(DoorKiller* this, PlayState* play);
void DoorKiller_WaitForObject(DoorKiller* this, PlayState* play);
void DoorKiller_DrawDoor(Actor* thisx, PlayState* play);
void DoorKiller_DrawRubble(Actor* thisx, PlayState* play);
@ -99,18 +99,19 @@ void DoorKiller_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
f32 randF;
DoorKiller* this = (DoorKiller*)thisx;
s32 bankIndex;
s32 objectSlot;
s32 i;
// Look in the object bank for one of the four objects containing door textures
bankIndex = -1;
for (i = 0; bankIndex < 0; i++) {
bankIndex = Object_GetIndex(&play->objectCtx, sDoorTextures[i].objectId);
objectSlot = -1;
//! @bug If no objectSlot is found, `sDoorTextures` will be read out of bounds
for (i = 0; objectSlot < 0; i++) {
objectSlot = Object_GetSlot(&play->objectCtx, sDoorTextures[i].objectId);
this->textureEntryIndex = i;
}
osSyncPrintf("bank_ID = %d\n", bankIndex);
osSyncPrintf("bank_ID = %d\n", objectSlot);
osSyncPrintf("status = %d\n", this->textureEntryIndex);
this->doorObjBankIndex = bankIndex;
this->requiredObjectSlot = objectSlot;
this->texture = sDoorTextures[this->textureEntryIndex].texture;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
@ -126,8 +127,8 @@ void DoorKiller_Init(Actor* thisx, PlayState* play2) {
// play any animations it does not cause problems, but it would need to be changed otherwise.
SkelAnime_InitFlex(play, &this->skelAnime, &object_door_killer_Skel_001BC8, NULL, this->jointTable,
this->jointTable, 9);
this->actionFunc = DoorKiller_SetProperties;
DoorKiller_SetProperties(this, play);
this->actionFunc = DoorKiller_WaitForObject;
DoorKiller_WaitForObject(this, play);
// manually set the overall rotation of the door
this->jointTable[1].x = this->jointTable[1].z = 0x4000;
@ -152,8 +153,8 @@ void DoorKiller_Init(Actor* thisx, PlayState* play2) {
case DOOR_KILLER_RUBBLE_PIECE_2:
case DOOR_KILLER_RUBBLE_PIECE_3:
case DOOR_KILLER_RUBBLE_PIECE_4:
this->actionFunc = DoorKiller_SetProperties;
DoorKiller_SetProperties(this, play);
this->actionFunc = DoorKiller_WaitForObject;
DoorKiller_WaitForObject(this, play);
this->actor.gravity = -0.6f;
this->actor.minVelocityY = -6.0f;
@ -459,17 +460,17 @@ void DoorKiller_Wait(DoorKiller* this, PlayState* play) {
void DoorKiller_UpdateTexture(Actor* thisx, PlayState* play) {
DoorKiller* this = (DoorKiller*)thisx;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->doorObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->requiredObjectSlot].segment);
this->texture = SEGMENTED_TO_VIRTUAL(this->texture);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[thisx->objBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->actor.objectSlot].segment);
}
/**
* Gets the correct door texture, defines the appropriate draw fucntion and action function based on type behaviour
* (door or rubble).
*/
void DoorKiller_SetProperties(DoorKiller* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->doorObjBankIndex)) {
void DoorKiller_WaitForObject(DoorKiller* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
DoorKiller_UpdateTexture(&this->actor, play);
switch (this->actor.params & 0xFF) {
case DOOR_KILLER_DOOR:

View file

@ -25,7 +25,7 @@ typedef struct DoorKiller {
/* 0x0214 */ void* texture;
/* 0x0218 */ u16 hasHitPlayerOrGround;
/* 0x021A */ u16 timer;
/* 0x021C */ u8 doorObjBankIndex;
/* 0x021C */ u8 requiredObjectSlot;
/* 0x021D */ u8 textureEntryIndex;
/* 0x0220 */ ColliderJntSph colliderJntSph;
/* 0x0240 */ ColliderJntSphElement colliderJntSphItems[1];

View file

@ -402,7 +402,7 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
s32 styleType;
s32 pad;
s32 objectIndex;
s32 objectSlot;
s32 i;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -432,9 +432,8 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
} else { // DOORSHUTTER_STYLE_PHANTOM_GANON, DOORSHUTTER_STYLE_GOHMA_BLOCK
this->dyna.actor.room = -1;
}
if (this->requiredObjBankIndex = objectIndex = Object_GetIndex(&play->objectCtx, sStyleInfo[styleType].objectId),
(s8)objectIndex < 0) {
if (this->requiredObjectSlot = objectSlot = Object_GetSlot(&play->objectCtx, sStyleInfo[styleType].objectId),
(s8)objectSlot < 0) {
Actor_Kill(&this->dyna.actor);
return;
}
@ -468,8 +467,8 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
}
void DoorShutter_WaitForObject(DoorShutter* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex)) {
this->dyna.actor.objBankIndex = this->requiredObjBankIndex;
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->dyna.actor.objectSlot = this->requiredObjectSlot;
if (this->doorType == SHUTTER_PG_BARS || this->doorType == SHUTTER_GOHMA_BLOCK) {
// Init dynapoly for shutters of the type that uses it
CollisionHeader* colHeader = NULL;
@ -977,7 +976,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
DoorShutter* this = (DoorShutter*)thisx;
//! @bug This actor is not fully initialized until the required object dependency is loaded.
//! In most cases, the check for objBankIndex to equal requiredObjBankIndex prevents the actor
//! In most cases, the check for objectSlot to equal requiredObjectSlot prevents the actor
//! from drawing until initialization is complete. However if the required object is the same as the
//! object dependency listed in init vars (gameplay_keep in this case), the check will pass even though
//! initialization has not completed. When this happens, it will try to draw the display list of the
@ -988,7 +987,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
//! The best way to fix this issue (and what was done in Majora's Mask) is to null out the draw function in
//! the init vars for the actor, and only set draw after initialization is complete.
if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex &&
if (this->dyna.actor.objectSlot == this->requiredObjectSlot &&
(this->styleType == DOORSHUTTER_STYLE_PHANTOM_GANON || DoorShutter_ShouldDraw(this, play))) {
s32 pad[2];
DoorShutterGfxInfo* gfxInfo = &sGfxInfo[this->gfxType];

View file

@ -48,7 +48,7 @@ typedef struct DoorShutter {
/* 0x016A */ u8 doorType;
/* 0x016B */ u8 styleType;
/* 0x016C */ u8 gfxType;
/* 0x016D */ s8 requiredObjBankIndex;
/* 0x016D */ s8 requiredObjectSlot;
/* 0x016E */ s8 unlockTimer; // non-0 if the door is locked, ticks down while the door is unlocking
/* 0x016F */ s8 actionTimer;
/* 0x0170 */ f32 barsClosedAmount; // Ranges from 0.0f (unbarred) to 1.0f (barred)

View file

@ -281,26 +281,23 @@ void EffDust_DrawFunc_8099E4F4(Actor* thisx, PlayState* play2) {
gSPSegment(POLY_XLU_DISP++, 0x08, sEmptyDL);
for (i = 0; i < 64; i++) {
if (*distanceTraveled < 1.0f) {
aux = 1.0f - (*distanceTraveled * *distanceTraveled);
Matrix_Translate(this->actor.world.pos.x + (initialPositions->x * ((this->dx * aux) + (1.0f - this->dx))),
this->actor.world.pos.y + (initialPositions->y * ((this->dy * aux) + (1.0f - this->dy))),
this->actor.world.pos.z + (initialPositions->z * ((this->dz * aux) + (1.0f - this->dz))),
MTXMODE_NEW);
Matrix_Scale(this->scalingFactor, this->scalingFactor, this->scalingFactor, MTXMODE_APPLY);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 449),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
for (i = 0; i < 64; i++, initialPositions++, distanceTraveled++) {
if (!(*distanceTraveled < 1.0f)) {
continue;
}
initialPositions++;
distanceTraveled++;
// Needed for matching.
if (0) {}
aux = 1.0f - SQ(*distanceTraveled);
Matrix_Translate(this->actor.world.pos.x + (initialPositions->x * ((this->dx * aux) + (1.0f - this->dx))),
this->actor.world.pos.y + (initialPositions->y * ((this->dy * aux) + (1.0f - this->dy))),
this->actor.world.pos.z + (initialPositions->z * ((this->dz * aux) + (1.0f - this->dz))),
MTXMODE_NEW);
Matrix_Scale(this->scalingFactor, this->scalingFactor, this->scalingFactor, MTXMODE_APPLY);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 449),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
}
CLOSE_DISPS(gfxCtx, "../z_eff_dust.c", 458);
@ -333,33 +330,29 @@ void EffDust_DrawFunc_8099E784(Actor* thisx, PlayState* play2) {
gSPSegment(POLY_XLU_DISP++, 0x08, sEmptyDL);
for (i = 0; i < 64; i++) {
if (*distanceTraveled < 1.0f) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, *distanceTraveled * 255);
// Needed to match.
if (!this) {}
aux = 1.0f - (*distanceTraveled * *distanceTraveled);
Matrix_Mult(&player->mf_9E0, MTXMODE_NEW);
Matrix_Translate(initialPositions->x * ((this->dx * aux) + (1.0f - this->dx)),
initialPositions->y * (1.0f - *distanceTraveled) + 320.0f,
initialPositions->z * (1.0f - *distanceTraveled) + -20.0f, MTXMODE_APPLY);
Matrix_Scale(*distanceTraveled * this->scalingFactor, *distanceTraveled * this->scalingFactor,
*distanceTraveled * this->scalingFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 506),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
for (i = 0; i < 64; i++, initialPositions++, distanceTraveled++) {
if (!(*distanceTraveled < 1.0f)) {
continue;
}
initialPositions++;
distanceTraveled++;
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, *distanceTraveled * 255);
aux = 1.0f - SQ(*distanceTraveled);
Matrix_Mult(&player->mf_9E0, MTXMODE_NEW);
Matrix_Translate(initialPositions->x * ((this->dx * aux) + (1.0f - this->dx)),
initialPositions->y * (1.0f - *distanceTraveled) + 320.0f,
initialPositions->z * (1.0f - *distanceTraveled) + -20.0f, MTXMODE_APPLY);
Matrix_Scale(*distanceTraveled * this->scalingFactor, *distanceTraveled * this->scalingFactor,
*distanceTraveled * this->scalingFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 506),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
}
CLOSE_DISPS(gfxCtx, "../z_eff_dust.c", 515);

View file

@ -1267,7 +1267,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) {
void EnBb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnBb* this = (EnBb*)thisx;
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 4, 15, 15, dList, BODYBREAK_OBJECT_DEFAULT);
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 4, 15, 15, dList, BODYBREAK_OBJECT_SLOT_DEFAULT);
}
static Vec3f sFireIceOffsets[] = {

View file

@ -69,8 +69,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
for (i = 0; i < 2; i++) {
cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0,
SYATEKI_MINIGAME_ALLEY);
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, SYATEKI_MINIGAME_ALLEY);
if (cucco != NULL) {
cucco->scale = cuccoScales[i];
cucco->collider.dim.radius = (s16)cuccoColliderDims[i][0];

View file

@ -470,18 +470,18 @@ void EnCs_Draw(Actor* thisx, PlayState* play) {
EnCs_OverrideLimbDraw, EnCs_PostLimbDraw, &this->actor);
if (GET_ITEMGETINF(ITEMGETINF_3A)) {
s32 childLinkObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_LINK_CHILD);
s32 linkChildObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_LINK_CHILD);
// Handle attaching the Spooky Mask to the boy's face
if (childLinkObjectIndex >= 0) {
if (linkChildObjectSlot >= 0) {
Mtx* mtx;
Matrix_Put(&this->spookyMaskMtx);
mtx = Matrix_NewMtx(play->state.gfxCtx, "../z_en_cs.c", 1000);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[childLinkObjectIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[linkChildObjectSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx - 7);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildSpookyMaskDL);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->actor.objectSlot].segment);
}
}

View file

@ -245,7 +245,7 @@ void EnDha_Wait(EnDha* this, PlayState* play) {
if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~PLAYER_STATE2_7;
player->actor.parent = NULL;
player->unk_850 = 200;
player->actionVar2 = 200;
}
if (this->actor.home.rot.z != 0) {
@ -285,7 +285,7 @@ void EnDha_Wait(EnDha* this, PlayState* play) {
if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~PLAYER_STATE2_7;
player->actor.parent = NULL;
player->unk_850 = 200;
player->actionVar2 = 200;
}
this->actor.home.rot.z = 1;
@ -306,7 +306,7 @@ void EnDha_TakeDamage(EnDha* this, PlayState* play) {
if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~PLAYER_STATE2_7;
player->actor.parent = NULL;
player->unk_850 = 200;
player->actionVar2 = 200;
}
Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 2000, 0);
@ -344,7 +344,7 @@ void EnDha_Die(EnDha* this, PlayState* play) {
if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~PLAYER_STATE2_7;
player->actor.parent = NULL;
player->unk_850 = 200;
player->actionVar2 = 200;
}
Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x7D0, 0);

View file

@ -1,11 +1,10 @@
/*
* File: z_en_dns.c
* Overlay: En_Dns
* Description: Deku Salesman
* Description: Deku Salesman - Sale Phase
*/
#include "z_en_dns.h"
#include "assets/objects/object_shopnuts/object_shopnuts.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
@ -15,33 +14,33 @@ void EnDns_Destroy(Actor* thisx, PlayState* play);
void EnDns_Update(Actor* thisx, PlayState* play);
void EnDns_Draw(Actor* thisx, PlayState* play);
u32 func_809EF5A4(EnDns* this);
u32 func_809EF658(EnDns* this);
u32 func_809EF70C(EnDns* this);
u32 func_809EF73C(EnDns* this);
u32 func_809EF800(EnDns* this);
u32 func_809EF854(EnDns* this);
u32 func_809EF8F4(EnDns* this);
u32 func_809EF9A4(EnDns* this);
u32 EnDns_CanBuyPrice(EnDns* this);
u32 EnDns_CanBuyDekuNuts(EnDns* this);
u32 EnDns_CanBuyDekuSticks(EnDns* this);
u32 EnDns_CanBuyDekuSeeds(EnDns* this);
u32 EnDns_CanBuyDekuShield(EnDns* this);
u32 EnDns_CanBuyBombs(EnDns* this);
u32 EnDns_CanBuyArrows(EnDns* this);
u32 EnDns_CanBuyBottle(EnDns* this);
void func_809EF9F8(EnDns* this);
void func_809EFA28(EnDns* this);
void func_809EFA58(EnDns* this);
void func_809EFA9C(EnDns* this);
void func_809EFACC(EnDns* this);
void func_809EFAFC(EnDns* this);
void func_809EFB40(EnDns* this);
void EnDns_PayPrice(EnDns* this);
void EnDns_PayForDekuNuts(EnDns* this);
void EnDns_PayForHeartPiece(EnDns* this);
void EnDns_PayForBombs(EnDns* this);
void EnDns_PayForArrows(EnDns* this);
void EnDns_PayForDekuStickUpgrade(EnDns* this);
void EnDns_PayForDekuNutUpgrade(EnDns* this);
void EnDns_SetupWait(EnDns* this, PlayState* play);
void EnDns_Wait(EnDns* this, PlayState* play);
void EnDns_SetupIdle(EnDns* this, PlayState* play);
void EnDns_Idle(EnDns* this, PlayState* play);
void EnDns_Talk(EnDns* this, PlayState* play);
void func_809EFDD0(EnDns* this, PlayState* play);
void func_809EFEE8(EnDns* this, PlayState* play);
void func_809EFF50(EnDns* this, PlayState* play);
void func_809EFF98(EnDns* this, PlayState* play);
void func_809F008C(EnDns* this, PlayState* play);
void EnDns_OfferSaleItem(EnDns* this, PlayState* play);
void EnDns_SetupSale(EnDns* this, PlayState* play);
void EnDns_Sale(EnDns* this, PlayState* play);
void EnDns_SetupBurrow(EnDns* this, PlayState* play);
void EnDns_SetupNoSaleBurrow(EnDns* this, PlayState* play);
void EnDns_Burrow(EnDns* this, PlayState* play);
void EnDns_PostBurrow(EnDns* this, PlayState* play);
ActorInit En_Dns_InitVars = {
ACTOR_EN_DNS,
@ -74,44 +73,42 @@ static ColliderCylinderInitType1 sCylinderInit = {
{ 18, 32, 0, { 0, 0, 0 } },
};
static u16 D_809F040C[] = {
static u16 sStartingTextIds[] = {
0x10A0, 0x10A1, 0x10A2, 0x10CA, 0x10CB, 0x10CC, 0x10CD, 0x10CE, 0x10CF, 0x10DC, 0x10DD,
};
// Debug text: "sells" { "Deku Nuts", "Deku Sticks", "Piece of Heart", "Deku Seeds",
// "Deku Shield", "Bombs", "Arrows", "Red Potion",
// "Green Potion", "Deku Stick Upgrade", "Deku Nut Upgrade" }
static char* D_809F0424[] = {
"デクの実売り ", "デクの棒売り ", "ハートの欠片売り ", "デクの種売り ",
"デクの盾売り ", "バクダン売り ", "矢売り ", "赤のくすり売り ",
"緑のくすり売り ", "デクの棒持てる数を増やす", "デクの実持てる数を増やす",
static char* sItemDebugTxt[] = {
"デクの実売り ", // "Deku Nuts"
"デクの棒売り ", // "Deku Sticks"
"ハートの欠片売り ", // "Piece of Heart"
"デクの種売り ", // "Deku Seeds"
"デクの盾売り ", // "Deku Shield"
"バクダン売り ", // "Bombs"
"矢売り ", // "Arrows"
"赤のくすり売り ", // "Red Potion"
"緑のくすり売り ", // "Green Potion"
"デクの棒持てる数を増やす", // "Deku Stick Upgrade"
"デクの実持てる数を増やす", // "Deku Nut Upgrade"
};
static DnsItemEntry D_809F0450 = { 20, 5, GI_DEKU_NUTS_5_2, func_809EF5A4, func_809EFA28 };
static DnsItemEntry sItemDekuNuts = { 20, 5, GI_DEKU_NUTS_5_2, EnDns_CanBuyDekuNuts, EnDns_PayForDekuNuts };
static DnsItemEntry sItemDekuSticks = { 15, 1, GI_DEKU_STICKS_1, EnDns_CanBuyDekuSticks, EnDns_PayPrice };
static DnsItemEntry sItemHeartPiece = { 10, 1, GI_HEART_PIECE, EnDns_CanBuyPrice, EnDns_PayForHeartPiece };
static DnsItemEntry sItemDekuSeeds = { 40, 30, GI_DEKU_SEEDS_30, EnDns_CanBuyDekuSeeds, EnDns_PayPrice };
static DnsItemEntry sItemDekuShield = { 50, 1, GI_SHIELD_DEKU, EnDns_CanBuyDekuShield, EnDns_PayPrice };
static DnsItemEntry sItemBombs = { 40, 5, GI_BOMBS_5, EnDns_CanBuyBombs, EnDns_PayForBombs };
static DnsItemEntry sItemArrows = { 70, 20, GI_ARROWS_30, EnDns_CanBuyArrows, EnDns_PayForArrows };
static DnsItemEntry sItemRedPotion = { 40, 1, GI_BOTTLE_POTION_RED, EnDns_CanBuyBottle, EnDns_PayPrice };
static DnsItemEntry sItemGreenPotion = { 40, 1, GI_BOTTLE_POTION_GREEN, EnDns_CanBuyBottle, EnDns_PayPrice };
static DnsItemEntry D_809F0460 = { 15, 1, GI_DEKU_STICKS_1, func_809EF658, func_809EF9F8 };
static DnsItemEntry D_809F0470 = { 10, 1, GI_HEART_PIECE, func_809EF70C, func_809EFA58 };
static DnsItemEntry D_809F0480 = { 40, 30, GI_DEKU_SEEDS_30, func_809EF73C, func_809EF9F8 };
static DnsItemEntry D_809F0490 = { 50, 1, GI_SHIELD_DEKU, func_809EF800, func_809EF9F8 };
static DnsItemEntry D_809F04A0 = { 40, 5, GI_BOMBS_5, func_809EF854, func_809EFA9C };
static DnsItemEntry D_809F04B0 = { 70, 20, GI_ARROWS_30, func_809EF8F4, func_809EFACC };
static DnsItemEntry D_809F04C0 = { 40, 1, GI_BOTTLE_POTION_RED, func_809EF9A4, func_809EF9F8 };
static DnsItemEntry D_809F04D0 = { 40, 1, GI_BOTTLE_POTION_GREEN, func_809EF9A4, func_809EF9F8 };
static DnsItemEntry D_809F04E0 = { 40, 1, GI_DEKU_STICK_UPGRADE_20, func_809EF70C, func_809EFAFC };
static DnsItemEntry D_809F04F0 = { 40, 1, GI_DEKU_NUT_UPGRADE_30, func_809EF70C, func_809EFB40 };
static DnsItemEntry sItemDekuStickUpgrade = { 40, 1, GI_DEKU_STICK_UPGRADE_20, EnDns_CanBuyPrice,
EnDns_PayForDekuStickUpgrade };
static DnsItemEntry sItemDekuNutUpgrade = { 40, 1, GI_DEKU_NUT_UPGRADE_30, EnDns_CanBuyPrice,
EnDns_PayForDekuNutUpgrade };
static DnsItemEntry* sItemEntries[] = {
&D_809F0450, &D_809F0460, &D_809F0470, &D_809F0480, &D_809F0490, &D_809F04A0,
&D_809F04B0, &D_809F04C0, &D_809F04D0, &D_809F04E0, &D_809F04F0,
&sItemDekuNuts, &sItemDekuSticks, &sItemHeartPiece, &sItemDekuSeeds, &sItemDekuShield, &sItemBombs,
&sItemArrows, &sItemRedPotion, &sItemGreenPotion, &sItemDekuStickUpgrade, &sItemDekuNutUpgrade,
};
static InitChainEntry sInitChain[] = {
@ -120,51 +117,52 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
};
typedef enum {
/* 0 */ ENDNS_ANIM_0,
/* 1 */ ENDNS_ANIM_1,
/* 2 */ ENDNS_ANIM_2
} EnDnsAnimation;
static AnimationMinimalInfo sAnimationInfo[] = {
{ &gBusinessScrubNervousIdleAnim, ANIMMODE_LOOP, 0.0f },
{ &gBusinessScrubAnim_4404, ANIMMODE_ONCE, 0.0f },
{ &gBusinessScrubLeaveBurrowAnim, ANIMMODE_ONCE, 0.0f },
{ &gBusinessScrubNervousTransitionAnim, ANIMMODE_ONCE, 0.0f },
};
void EnDns_Init(Actor* thisx, PlayState* play) {
EnDns* this = (EnDns*)thisx;
if (this->actor.params < 0) {
if (DNS_GET_TYPE(&this->actor) < 0) {
// "Function Error (Deku Salesman)"
osSyncPrintf(VT_FGCOL(RED) "引数エラー(売りナッツ)[ arg_data = %d ]" VT_RST "\n", this->actor.params);
Actor_Kill(&this->actor);
return;
}
// Sell Seeds instead of Arrows if Link is child
if ((this->actor.params == 0x0006) && (LINK_AGE_IN_YEARS == YEARS_CHILD)) {
this->actor.params = 0x0003;
if ((DNS_GET_TYPE(&this->actor) == DNS_TYPE_ARROWS_30) && (LINK_AGE_IN_YEARS == YEARS_CHILD)) {
DNS_GET_TYPE(&this->actor) = DNS_TYPE_DEKU_SEEDS_30;
}
// "Deku Salesman"
osSyncPrintf(VT_FGCOL(GREEN) "◆◆◆ 売りナッツ『%s』 ◆◆◆" VT_RST "\n", D_809F0424[this->actor.params],
this->actor.params);
osSyncPrintf(VT_FGCOL(GREEN) "◆◆◆ 売りナッツ『%s』 ◆◆◆" VT_RST "\n", sItemDebugTxt[DNS_GET_TYPE(&this->actor)]);
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(play, &this->skelAnime, &gBusinessScrubSkel, &gBusinessScrubNervousTransitionAnim,
this->jointTable, this->morphTable, 18);
this->jointTable, this->morphTable, BUSINESS_SCRUB_LIMB_MAX);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinderType1(play, &this->collider, &this->actor, &sCylinderInit);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 35.0f);
this->actor.textId = D_809F040C[this->actor.params];
this->actor.textId = sStartingTextIds[DNS_GET_TYPE(&this->actor)];
Actor_SetScale(&this->actor, 0.01f);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->maintainCollider = 1;
this->standOnGround = 1;
this->dropCollectible = 0;
this->bumpOn = true;
this->standOnGround = true;
this->dropCollectible = false;
this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
this->dnsItemEntry = sItemEntries[this->actor.params];
this->actionFunc = EnDns_SetupWait;
this->dnsItemEntry = sItemEntries[DNS_GET_TYPE(&this->actor)];
this->actionFunc = EnDns_SetupIdle;
}
void EnDns_Destroy(Actor* thisx, PlayState* play) {
@ -174,154 +172,175 @@ void EnDns_Destroy(Actor* thisx, PlayState* play) {
}
void EnDns_ChangeAnim(EnDns* this, u8 index) {
s16 frameCount;
s16 frameCount = Animation_GetLastFrame(sAnimationInfo[index].animation);
frameCount = Animation_GetLastFrame(sAnimationInfo[index].animation);
this->unk_2BA = index; // Not used anywhere else?
Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, (f32)frameCount,
this->animIndex = index;
Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, frameCount,
sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames);
}
/* Item give checking functions */
u32 func_809EF5A4(EnDns* this) {
u32 EnDns_CanBuyDekuNuts(EnDns* this) {
if ((CUR_CAPACITY(UPG_DEKU_NUTS) != 0) && (AMMO(ITEM_DEKU_NUT) >= CUR_CAPACITY(UPG_DEKU_NUTS))) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
if (Item_CheckObtainability(ITEM_DEKU_NUT) == ITEM_NONE) {
return 2;
return DNS_CANBUY_RESULT_SUCCESS_NEW_ITEM;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF658(EnDns* this) {
u32 EnDns_CanBuyDekuSticks(EnDns* this) {
if ((CUR_CAPACITY(UPG_DEKU_STICKS) != 0) && (AMMO(ITEM_DEKU_STICK) >= CUR_CAPACITY(UPG_DEKU_STICKS))) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
if (Item_CheckObtainability(ITEM_DEKU_STICK) == ITEM_NONE) {
return 2;
return DNS_CANBUY_RESULT_SUCCESS_NEW_ITEM;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF70C(EnDns* this) {
u32 EnDns_CanBuyPrice(EnDns* this) {
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF73C(EnDns* this) {
u32 EnDns_CanBuyDekuSeeds(EnDns* this) {
if (INV_CONTENT(ITEM_SLINGSHOT) == ITEM_NONE) {
return 3;
return DNS_CANBUY_RESULT_CANT_GET_NOW;
}
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
if (Item_CheckObtainability(ITEM_DEKU_SEEDS) == ITEM_NONE) {
return 2;
return DNS_CANBUY_RESULT_SUCCESS_NEW_ITEM;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF800(EnDns* this) {
u32 EnDns_CanBuyDekuShield(EnDns* this) {
if (CHECK_OWNED_EQUIP_ALT(EQUIP_TYPE_SHIELD, EQUIP_INV_SHIELD_DEKU)) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF854(EnDns* this) {
u32 EnDns_CanBuyBombs(EnDns* this) {
if (!CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
return 3;
return DNS_CANBUY_RESULT_CANT_GET_NOW;
}
if (AMMO(ITEM_BOMB) >= CUR_CAPACITY(UPG_BOMB_BAG)) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF8F4(EnDns* this) {
u32 EnDns_CanBuyArrows(EnDns* this) {
if (Item_CheckObtainability(ITEM_BOW) == ITEM_NONE) {
return 3;
return DNS_CANBUY_RESULT_CANT_GET_NOW;
}
if (AMMO(ITEM_BOW) >= CUR_CAPACITY(UPG_QUIVER)) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
u32 func_809EF9A4(EnDns* this) {
u32 EnDns_CanBuyBottle(EnDns* this) {
if (!Inventory_HasEmptyBottle()) {
return 1;
return DNS_CANBUY_RESULT_CAPACITY_FULL;
}
if (gSaveContext.save.info.playerData.rupees < this->dnsItemEntry->itemPrice) {
return 0;
return DNS_CANBUY_RESULT_NEED_RUPEES;
}
return 4;
return DNS_CANBUY_RESULT_SUCCESS;
}
/* Paying and flagging functions */
void func_809EF9F8(EnDns* this) {
void EnDns_PayPrice(EnDns* this) {
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFA28(EnDns* this) {
void EnDns_PayForDekuNuts(EnDns* this) {
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFA58(EnDns* this) {
SET_ITEMGETINF(ITEMGETINF_0B);
void EnDns_PayForHeartPiece(EnDns* this) {
SET_ITEMGETINF(ITEMGETINF_DEKU_HEART_PIECE);
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFA9C(EnDns* this) {
void EnDns_PayForBombs(EnDns* this) {
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFACC(EnDns* this) {
void EnDns_PayForArrows(EnDns* this) {
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFAFC(EnDns* this) {
SET_INFTABLE(INFTABLE_192);
void EnDns_PayForDekuStickUpgrade(EnDns* this) {
SET_INFTABLE(INFTABLE_HAS_DEKU_STICK_UPGRADE);
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void func_809EFB40(EnDns* this) {
SET_INFTABLE(INFTABLE_193);
void EnDns_PayForDekuNutUpgrade(EnDns* this) {
SET_INFTABLE(INFTABLE_HAS_DEKU_NUT_UPGRADE);
Rupees_ChangeBy(-this->dnsItemEntry->itemPrice);
}
void EnDns_SetupWait(EnDns* this, PlayState* play) {
void EnDns_SetupIdle(EnDns* this, PlayState* play) {
if (this->skelAnime.curFrame == this->skelAnime.endFrame) {
this->actionFunc = EnDns_Wait;
EnDns_ChangeAnim(this, ENDNS_ANIM_0);
this->actionFunc = EnDns_Idle;
EnDns_ChangeAnim(this, DNS_ANIM_IDLE);
}
}
void EnDns_Wait(EnDns* this, PlayState* play) {
void EnDns_Idle(EnDns* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 2000, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnDns_Talk;
} else {
@ -340,41 +359,45 @@ void EnDns_Talk(EnDns* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
switch (play->msgCtx.choiceIndex) {
case 0: // OK
switch (this->dnsItemEntry->purchaseableCheck(this)) {
case 0:
switch (this->dnsItemEntry->canBuy(this)) {
case DNS_CANBUY_RESULT_NEED_RUPEES:
Message_ContinueTextbox(play, 0x10A5);
this->actionFunc = func_809F008C;
this->actionFunc = EnDns_SetupNoSaleBurrow;
break;
case 1:
case DNS_CANBUY_RESULT_CAPACITY_FULL:
Message_ContinueTextbox(play, 0x10A6);
this->actionFunc = func_809F008C;
this->actionFunc = EnDns_SetupNoSaleBurrow;
break;
case 3:
case DNS_CANBUY_RESULT_CANT_GET_NOW:
Message_ContinueTextbox(play, 0x10DE);
this->actionFunc = func_809F008C;
this->actionFunc = EnDns_SetupNoSaleBurrow;
break;
case 2:
case 4:
case DNS_CANBUY_RESULT_SUCCESS_NEW_ITEM:
case DNS_CANBUY_RESULT_SUCCESS:
Message_ContinueTextbox(play, 0x10A7);
this->actionFunc = func_809EFEE8;
this->actionFunc = EnDns_SetupSale;
break;
}
break;
case 1: // No way
case 1: // "No"
Message_ContinueTextbox(play, 0x10A4);
this->actionFunc = func_809F008C;
this->actionFunc = EnDns_SetupNoSaleBurrow;
}
}
}
void func_809EFDD0(EnDns* this, PlayState* play) {
if (this->actor.params == 0x9) {
void EnDns_OfferSaleItem(EnDns* this, PlayState* play) {
if (DNS_GET_TYPE(&this->actor) == DNS_TYPE_DEKU_STICK_UPGRADE) {
if (CUR_UPG_VALUE(UPG_DEKU_STICKS) < 2) {
Actor_OfferGetItem(&this->actor, play, GI_DEKU_STICK_UPGRADE_20, 130.0f, 100.0f);
} else {
Actor_OfferGetItem(&this->actor, play, GI_DEKU_STICK_UPGRADE_30, 130.0f, 100.0f);
}
} else if (this->actor.params == 0xA) {
} else if (DNS_GET_TYPE(&this->actor) == DNS_TYPE_DEKU_NUT_UPGRADE) {
if (CUR_UPG_VALUE(UPG_DEKU_NUTS) < 2) {
Actor_OfferGetItem(&this->actor, play, GI_DEKU_NUT_UPGRADE_30, 130.0f, 100.0f);
} else {
@ -385,84 +408,85 @@ void func_809EFDD0(EnDns* this, PlayState* play) {
}
}
void func_809EFEE8(EnDns* this, PlayState* play) {
void EnDns_SetupSale(EnDns* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
func_809EFDD0(this, play);
this->actionFunc = func_809EFF50;
EnDns_OfferSaleItem(this, play);
this->actionFunc = EnDns_Sale;
}
}
void func_809EFF50(EnDns* this, PlayState* play) {
void EnDns_Sale(EnDns* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
this->actionFunc = func_809EFF98;
} else {
func_809EFDD0(this, play);
}
}
void func_809EFF98(EnDns* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (player->stateFlags1 & PLAYER_STATE1_10) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->dnsItemEntry->setRupeesAndFlags(this);
this->dropCollectible = 1;
this->maintainCollider = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, ENDNS_ANIM_1);
this->actionFunc = EnDns_SetupBurrow;
}
} else {
this->dnsItemEntry->setRupeesAndFlags(this);
this->dropCollectible = 1;
this->maintainCollider = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, ENDNS_ANIM_1);
this->actionFunc = EnDns_SetupBurrow;
}
}
void func_809F008C(EnDns* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->maintainCollider = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, ENDNS_ANIM_1);
this->actionFunc = EnDns_SetupBurrow;
} else {
EnDns_OfferSaleItem(this, play);
}
}
void EnDns_SetupBurrow(EnDns* this, PlayState* play) {
f32 frameCount = Animation_GetLastFrame(&gBusinessScrubAnim_4404);
Player* player = GET_PLAYER(play);
if (this->skelAnime.curFrame == frameCount) {
Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
if (player->stateFlags1 & PLAYER_STATE1_10) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->dnsItemEntry->payment(this);
this->dropCollectible = true;
this->bumpOn = false;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
this->actionFunc = EnDns_Burrow;
}
} else {
this->dnsItemEntry->payment(this);
this->dropCollectible = true;
this->bumpOn = false;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
this->actionFunc = EnDns_Burrow;
}
}
void EnDns_SetupNoSaleBurrow(EnDns* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->bumpOn = false;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
this->actionFunc = EnDns_Burrow;
this->standOnGround = 0;
this->yInitPos = this->actor.world.pos.y;
}
}
void EnDns_Burrow(EnDns* this, PlayState* play) {
f32 depth;
f32 frameCount = Animation_GetLastFrame(&gBusinessScrubLeaveBurrowAnim);
if (this->skelAnime.curFrame == frameCount) {
Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
this->actionFunc = EnDns_PostBurrow;
this->standOnGround = false;
this->yInitPos = this->actor.world.pos.y;
}
}
void EnDns_PostBurrow(EnDns* this, PlayState* play) {
f32 depthInGround = this->yInitPos - this->actor.world.pos.y;
Vec3f initPos;
s32 i;
depth = this->yInitPos - this->actor.world.pos.y;
if ((this->dustTimer & 3) == 0) {
initPos.x = this->actor.world.pos.x;
initPos.y = this->yInitPos;
initPos.z = this->actor.world.pos.z;
func_80028990(play, 20.0f, &initPos);
}
this->actor.shape.rot.y += 0x2000;
// Drops only if you bought its item
if (depth > 400.0f) {
if (depthInGround > 400.0f) {
if (this->dropCollectible) {
initPos.x = this->actor.world.pos.x;
initPos.y = this->yInitPos;
initPos.z = this->actor.world.pos.z;
for (i = 0; i < 3; i++) {
Item_DropCollectible(play, &initPos, ITEM00_RECOVERY_HEART);
}
@ -476,16 +500,20 @@ void EnDns_Update(Actor* thisx, PlayState* play) {
s16 pad;
this->dustTimer++;
this->actor.textId = D_809F040C[this->actor.params];
this->actor.textId = sStartingTextIds[DNS_GET_TYPE(&this->actor)];
Actor_SetFocus(&this->actor, 60.0f);
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_Update(&this->skelAnime);
Actor_MoveXZGravity(&this->actor);
this->actionFunc(this, play);
if (this->standOnGround) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
}
if (this->maintainCollider) {
if (this->bumpOn) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}

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