fig02
016aef482b
Document Culling ( #2318 )
...
* document culling
* format
* depth -> distance
* format
* var name
* new graph link
* rephrase actor flags
* tharo's comments + some more tweaks
* is this causing the problem?
* change wording
* cant scope the temp
* format
* dragorn review
* bad merge
* player -> camera in descriptions
* more its
* cadmic review
* goddamn it why do i have that habit
* projected
2024-12-13 08:12:52 -05:00
Leonid Kapitonov
9305a71458
Document Mido functions, fields, and animations ( #2289 )
...
* Document `func_80AAA250`
new name: `EnMd_ReverseAnimation`
* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`
* Document `struct EnMd` fields (and functions)
the list:
* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`
* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`
* Document `func_80AAB158`
new name: `EnMd_UpdateTalking`
* Document `func_80034DD4` @ `z_actor.c`
new name: `Actor_SmoothStep_Attention`
* Document `func_80AAB5A4`
new name: `EnMd_SmoothStep_Attention`
* Document Mido's action functions
the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`
* rename flag `temp2` -> `canUpdateTalking`
* (re)document Mido's animations
via blender and fast64
* marginally improve comments
* marginally improve comments
* actually, yes, let's name action functions as such
* Document eye textures as an enum
to clarify for `EnMd_UpdateEyes`
* rename `eyeIdx` -> `eyeTexIndex`
Mido has two eyes and different textures for them
* Undocument eye textures as an enum
i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah
* ugh, and fix a typo with blinking
rushing is no good
* drop the `Action` suffix
https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286
* rename animation states as sequences
https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923
* `func_80034DD4` -> `Actor_FadeInOut`
https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267
* rename animation states as sequences
a continuation of b11a9e9942
* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`
https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475
* clarify a comment
* Document `actor.params` bits allocation
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
2024-12-09 08:06:05 -05:00
fig02
bda5e94ded
Document Player Params ( #2307 )
...
* document player params
* better bgcamindex comment
* cant use -1 for condition
* fix match
* define for default bgcam
* doesnt work
* matches
* better comment
2024-12-08 14:56:01 -05:00
Leonid Kapitonov
53962a2cd8
Document Actor "Fidget Tables" ( #2287 )
...
* Document `func_80034F54` and related data
new name: `UpdateLimbOverrides`
reason:
- `0x814` and `0x940` constants
- `*_OverrideLimbDraw` functions
additionally:
- move constants into `z64animation.h`
- use these constant for existing formulas
- properly name corresponding actors' fields
- add occasional explicit limbs limit constants
* port over the MM "fidget" naming
* remove redundant comments
* move and rename `FIDGET_*` constants
* introduce a `FIDGET_SCALE` constant, as no other value is applied
* remove generally unrelated changes
* apply PR suggestion
Co-authored-by: mzxrules <mzxrules@gmail.com>
* fix (?) fidgetTable size
following the https://github.com/zeldaret/oot/pull/2287#discussion_r1832371833 suggestion
* remove an unused `struct EnMu` field @ `0x024A`
a continuation to the 211263295c
automatic padding commpensates its absence
* remove MM mention as "it would get unruly fast"
https://github.com/zeldaret/oot/pull/2287#discussion_r1833470468
* rename `overridePerLimb` -> `fidgetFrequency`
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
* give better names to the constants
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
* remove unnecesasry braces from a comment
https://github.com/zeldaret/oot/pull/2287#discussion_r1842642196
* make the comment multiline "officially"
* restore `limbIndex` naming for this PR
43afb7b7cb (r1842644602)
* apply a PR suggestion
https://github.com/zeldaret/oot/pull/2287#discussion_r1842787653
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
2024-11-27 13:50:44 -05:00
fig02
33391c0a5b
Name Remaining Hookshot Actor Flags ( #2306 )
...
* name remaining hookshot flags
* tweak comments
* period
2024-11-23 23:19:27 -05:00
Tharo
e10c64a0b4
Add a PARAMS_PACK macro for building actor params setters ( #2304 )
2024-11-23 22:19:12 -05:00
fig02
6239f8e0b3
Document Hookshot Attachment ( #2300 )
...
* document hookshot attachment
* change comment
* swap hookshot function comment
* remove comments
2024-11-21 19:46:49 -05:00
fig02
17edb82c0d
Decouple Debug Features From gc-eu-mq-dbg ( #2296 )
...
* rename OOT_DEBUG to DEBUG_FEATURES
* makefile changes
* add DEBUG_ASSETS
* fix DEBUG_FEATURES usages
* format
* fix errors
* review
* fix problem and review2
* review
* add DEBUG_FEATURES to DEBUG_ASSETS check
* review
* whoops
* format
2024-11-17 17:02:07 -05:00
fig02
0d04f51e8e
Document Arrow Related Actor Flags ( #2284 )
...
* name arrow actor flags
* fix flag check
2024-11-05 07:31:28 -05:00
fig02
e50581b9fb
ACTOR_FLAG_ENKUSA_CUT
-> ACTOR_FLAG_GRASS_DESTROYED
(#2285 )
...
* rename enkusa cut to bush destroyed
* bush -> grass
* clump
2024-11-04 18:22:44 -05:00
fig02
3677c11140
Document ACTOR_FLAG_CAN_PRESS_SWITCHES
( #2275 )
...
* document switch activation
* format
* activate -> press
* fix comment
2024-10-20 23:19:14 -04:00
fig02
f4210323a2
Document ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT
( #2276 )
...
* name ACTOR_FLAG_HIT_PLAYER_THUMP_SFX
* ACTOR_FLAG_HIT_PLAYER_THUMP_SFX -> ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT
2024-10-20 22:29:50 -04:00
fig02
e55e909477
Document ACTOR_FLAG_UPDATE_DURING_OCARINA
and PLAYER_STATE2_USING_OCARINA
( #2277 )
...
* Document ACTOR_FLAG_UPDATE_DURING_OCARINA
* document PLAYER_STATE2_USING_OCARINA
* format
* comment tweak
* treat var as flag
2024-10-17 21:44:35 -04:00
fig02
df1815cf8f
Document ACTOR_FLAG_THROW_ONLY
( #2274 )
...
* document ACTOR_FLAG_THROW_ONLY
* flip function name
* add comments
2024-10-15 14:10:21 -04:00
fig02
49759e42d7
Actor flag: ACTOR_FLAG_CARRY_X_ROT_INFLUENCE
( #2237 )
...
* document x rot carry flag
* tweak comment
* typo
* review
* flag tweak
2024-10-01 18:27:29 -04:00
fig02
80ed596c56
Name Talking Related Actor Flags ( #2230 )
...
* document talking related actor flags
* tweak comment
* review
* tweak
* accept -> accepted
* add more clarification
2024-09-30 06:24:43 -04:00
Dragorn421
fbf797f1e2
[headers] Create gfxalloc.h
, map.h
, move protos to gfx.h
, z64{player,view}.h
( #2233 )
...
* [headers] Create gfxalloc.h, map.h, move protos to z64{actor,player,view}.h
* oops
* bss
* comment on player_lib protos & format
* format map.h
* Move SCREEN_{WIDTH,HEIGHT} and SET_FULLSCREEN_VIEWPORT to z64view.h
* bss
* revert move screen_width/height
* bss
2024-09-27 14:51:00 -04:00
cadmic
bccb219ea3
Fix typos found by codespell ( #2229 )
2024-09-26 00:21:00 -04:00
mzxrules
56981d5297
Document Player Knockback related functions ( #1601 )
...
* document knockback related functions
* rotation -> yRot
* implement some changes
* Renames and comments
* mq bss
* format
* Intangibility and Invulnerability
* bss
* .bss
* add #pragma increment_block_number to z_en_item00.c
* .bss
2024-09-23 18:31:00 -04:00
Dragorn421
0f725405d1
[headers] Move z_actor functions to z64actor.h ( #2216 )
...
* move
* format
* bss
2024-09-23 11:06:43 -04:00
fig02
e6e067428e
change flag name ( #2194 )
2024-09-13 10:07:16 -04:00
Dragorn421
a903f8b8bc
Document ACTOR_FLAG_SFX_
flags and functions ( #2162 )
...
* Document `ACTOR_FLAG_SFX_` flags and functions
* format
2024-09-08 16:26:01 -04:00
fig02
2056ae5f1a
Document Attention/Lock-on Related Actor Flags ( #2161 )
...
* document actor flags 0, 2, 3, and 27
* format
* fly -> hover
* wodring
2024-09-07 17:53:48 -04:00
fig02
88c4475967
Target -> Attention (System Rename) ( #2149 )
...
* TargetContext -> Attention
* targetCtx -> attention
* Target_ -> Attention_
* FindTargetableActor -> FindActor
* targetableActorP -> attentionActorP
* data vars (and 1 function I missed)
* targetMode -> attentionRangeType
* attention range enum comments
* ATTENTION_RANGE_
* attention range data
* TargetColor -> AttentionColor
* missed one
* fixup color variables
* targetArrowOffset -> lockOnArrowOffset
* focus pos comment
* targetPriority -> attentionPriority
* assets
* loose-ends
* Attention System Description
* format
* skj range type
* enemy bgm
2024-09-07 09:23:04 -04:00
Dragorn421
87c304afcb
[headers 6] collision_check functions and structs ( #2148 )
...
* [headers 6] collision_check functions and structs
* bss
2024-09-07 02:29:50 -04:00
fig02
dbb059c6a7
Target Mode Enum [Target Docs 7/?] ( #2133 )
...
* TargetMode Enum
* format
* add default comment
* bss
* bss 2
* fix bss 3
2024-09-04 23:46:03 -04:00
fig02
6051251c92
istargeted -> islockedon ( #2132 )
2024-09-04 19:26:23 -04:00
fig02
45158f57d6
Document Target_Update [Target Docs 4/?] ( #2123 )
...
* document Target_Update
* add comments
* try CLAMP (dbg is ok but ci will check retail)
2024-09-03 20:58:39 -04:00
fig02
2b25c31588
Document Target_Draw [Target Docs 2/?] ( #2115 )
...
* document Target_Draw
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* fix missed renames
* retail fix
* another fix
---------
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2024-09-01 16:02:13 -04:00
fig02
a21a59c4b5
Target Docs [1/?] ( #2110 )
...
* Target Docs Part 1
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* review
---------
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2024-08-31 15:10:25 -04:00
Tharo
eaf955ad22
Generic actor params getters ( #1359 )
...
* Initial PARAMS_GET macros
* NOSHIFT macro
* Use number of bits rather than raw mask values
* Add descriptions for each generic macro
* Reformat
* Adjust comment
* format
* edit en_door macro names
* edit redead macro name
* edit bdan switch macro name, and remove unneeded comments in go2
* mizushutter macro names
* remove PARAMS_GET_S, rework ishi switch flag handling
* actually remove PARAMS_GET_S
* remove PARAMS_GET2_S
* PARAMS_GET_U and PARAMS_GET_S
* format
* fix merge
* format
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-08-14 21:29:43 +02:00
cadmic
e6bc4bd8cb
Add names to all typedef'd structs, unions, and enums ( #2028 )
...
* Add names to all typedef'd structs, unions, and enums
* wtf vs code
* Use a better regex
2024-08-12 03:07:48 -04:00
fig02
078e21f6c6
InitVars
-> Profile
(#2011 )
...
* rename ActorInit
* rename actorInit
* rename initInfo
* EffectSs Profile
* _InitVars -> _Profile
* format, loose ends
* revert tutorial
2024-08-02 17:50:02 -04:00
Dragorn421
a1c7937dba
make format.py clean up extra whitespace, also in .h files ( #1991 )
...
* make format.py clean up extra whitespace, also in .h files
* fixup
* cleanup whitespace msg
* Update check_format.py to also check non-src files touched by format.py
* format
2024-07-17 19:32:55 -04:00
cadmic
24571203df
Remove global.h from z_fishing ( #1977 )
2024-06-25 18:48:24 -04:00
Anghelo Carvajal
d8f2e9abc6
Move PlayState
to a new z64play.h
( #1966 )
...
* ActorContext
* frameadvance
* SfxSource
* GameOverContext
* RoomContext
* TransitionActorContext
* fix bss
* Move PlayState
* Move play functions to new header
* SAC_ENABLE
* no longer needed
* SAC_ENABLE again
* z_demo being silly
* comment
* format headers
* fix retail bss
* actually fix bss
* Cutscene_ProcessScript comment
* bss again
* Update src/code/z_demo.c
Co-authored-by: cadmic <cadmic24@gmail.com>
* rename to frame_advance and remove it from z64.h
* move macros too
* review
* Rename SequenceContext to SceneSequences
---------
Co-authored-by: cadmic <cadmic24@gmail.com>
2024-06-25 15:13:31 -04:00
cadmic
b86e1774cf
Rename yDistToWater -> depthInWater ( #1950 )
...
* Rename yDistToWater -> yDistUnderWater
* yDistUnderWater -> depthInWater
2024-04-28 17:29:06 -04:00
fig02
bd0941405d
Document Player's Face and z_actor FaceChange functions ( #1928 )
...
* create some enums
* gonna try struct instead of array
* struct works. add docs too
* inline function comments
* fix function comment
* name faces, move enums
* rename textures
* outnames
* remove comments
* change comment slightly
* fixup face comments
* review
* offset comments
* add and use PLAYER_FACE_MAX
* typo
* more comment on blinkDuration
* another change to the comment
2024-03-23 12:21:45 -04:00
Derek Hensley
1b60dcf6dd
Use Romfile in place of vromStart and vromEnd in structs ( #1742 )
...
* KaleidoMgrOverlay
* GameStateOverlay
* ActorOverlay
* EffectSsOverlay
* MapMarkDataOverlay
* Missed DEFINE_ACTOR_UNSET
* ROM_FILE_UNSET
* DEFINE_OBJECT_EMPTY
* DmaEntry
* ACTOR_UNSET
* romfile.h
* newline
* Format
2024-02-29 14:15:04 +01:00
engineer124
8ae003b0d7
z_actor retail OK ( #1670 )
...
* actor ok
* cleanup
* cleanup
* cleanup
* player
* ACTOR_PRINTF
* PR Suggestion
* gcc
* c file
* ACTOR_DEBUG_PRINTF
* bool
* more review
* newline
2024-01-30 21:07:34 -05:00
cadmic
9816f62129
Define OOT_DEBUG=0 in retail builds ( #1658 )
...
* Define OOT_DEBUG=0 in retail builds
* Fix ifndef
* Replace VI_MODE_EDITOR_INACTIVE
* Revert "Replace VI_MODE_EDITOR_INACTIVE"
This reverts commit f7c4cae7c3
.
* Replace VI_MODE_EDITOR_INACTIVE, take 2
* Revert EnBom_Draw
2024-01-30 13:54:38 -05:00
cadmic
678af62ec3
Remove actor padding in non-debug versions ( #1611 )
...
* Remove actor padding in non-debug versions
* Remove dbgPad comment
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-01-16 12:15:34 -05:00
Dragorn421
4982f32384
Name actor flags 1: ACTOR_FLAG_REACT_TO_LENS
, ACTOR_FLAG_IGNORE_POINT_LIGHTS
( #1583 )
...
* 7 -> `ACTOR_FLAG_REACT_TO_LENS`
* move comment above actor flag
* 22 -> `ACTOR_FLAG_IGNORE_POINT_LIGHTS`
* newlines between flags
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
2024-01-12 10:48:54 -05:00
engineer124
3d1ee33d7b
Document Actor "OfferTalk" ( #1567 )
...
* OfferTalk
* rm comment
* exch to offer in comment
* reword again
* Partial PR Review
* Actor_AcknowledgeTalking
* Actor_TalkOfferAccepted
* PR Review
* rm part of comment
* rm comment
2023-11-19 11:11:59 -05:00
Dragorn421
57ce0cf8d9
Doc/Cleanup pass on object handling ( #1227 )
...
* `Object_InitBank` -> `Object_InitContext`
* Add and use `OBJECT_SPACE_SIZE_BASE`
* Remove `OBJECT_EXCHANGE_BANK_MAX` -> use `ARRAY_COUNT()` instead
* "object status" -> "object load entry"
* Misc. cleanup/renames
* Partial docs and way too much batch renaming and cleanup for a single commit
* ctrl shift h
* format
* format clang-11.1
* fix regressions
* Improve a `@bug` comment
* Move `OBJECT_SPACE_SIZE_BASE` from header to near `Object_InitContext`
* "objectID" -> "objectId"
* Revert iterator index to `i` in `Actor_KillActorsWithUnloadedObject`
* "object load entry index" -> "object entry"
* `Object_UpdateLoadEntries` -> `Object_UpdateEntries`
* Run format.sh
* "object entry" -> "object slot" (except internal usage)
* Proper `Object_SpawnPersistent` doc
Co-authored-by: fig02 <fig02srl@gmail.com>
* fixup one comment "object bank index" -> "object slot"
* Amend `Object_SpawnPersistent` comment to mention running out of free slots
* `Actor_KillActorsWithUnloadedObject` -> `Actor_KillAllWithMissingObject`
* Remove useless mention of what uses `Object_SpawnPersistent`
* Fix mistake on `Object_SpawnPersistent` doing sync dma, not async
* run formatter
* `Object_InitContext` -> `Object_Init`
* `waitObjectSlot` -> `requiredObjectSlot`
* `Object_Init` -> `func_80097DD8`
* one objectIndex -> objectSlot
* Remove `OBJECT_SPACE_SIZE_BASE`
* light fix on the merge (rm OBJECT_EXCHANGE_BANK_MAX)
* `func_80097DD8` -> `Object_InitContext`
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
2023-09-19 14:10:12 -04:00
fig02
e37b993483
Name movement related functions in z_actor ( #1476 )
...
* rename functions
* dragorns name suggestions
* Revert "dragorns name suggestions"
This reverts commit dd4626ce5e
.
* lets try that again
* reword comment
* comments
* projectile speed
* arg name
* more comments
* minVelY comment
* merge master and format
2022-12-30 13:55:14 -05:00
fig02
92e03cf747
speedXZ -> speed ( #1477 )
...
* speedXZ -> speed
* +=
* revert arg in player function
* anon review
* engineer review
* forgot one
* last review
* revert decimal
2022-12-24 12:18:57 -05:00
Dragorn421
f181c2f10e
DoorShutter logic docs ( #1418 )
...
* DoorShutter logic docs
* Comment on two more funcs
* Fix comment on DoorShutter_UnbarredCheckSwitchFlag I mmissed the `!(... == SHUTTER_FRONT_CLEAR)`
* Remove types 8,9,10 from enum as they aren't referenced by any transition actor list in all scenes
* Add `DOORSHUTTER_PARAMS` macro to pack params
* `DoorShutter_WaitPlayerShock` -> `DoorShutter_WaitPlayerSurprised`
* --comma
* moveState -> isActive
* Add mention about SlidingDoorActorBase.isActive being a timer in niche DoorShutter cases
2022-12-18 20:42:24 -05:00
Anghelo Carvajal
c420885513
z_actor
documentation pass (#1445 )
...
* Actor_Offer* and Actor_SetClosestSecretDistance
* color filter stuff
* KillAll
* format
* comment
* Update src/code/z_actor.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* review
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* format
* COLORFILTER_INTENSITY_FLAG
* Remove -
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* yeet COLORFILTER_GET_XLUFLAG
* bug
* frug
* Undo Actor_KillAllFromUnloadedRooms
* update Actor_OfferGetItem comment
* Update Actor_OfferGetItem description
* diving
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-12 21:23:14 -05:00
Lauri Koskela
b57f2162ee
Document NPC talking and player tracking ( #1426 )
...
* Rename npc dialog state variable
* Rename and doc NPC actor talking funtion
* Introduce NpcTalkState enum
* Rename NPC_TALK_STATE enum values
* Document NpcPlayerInteractionState and related functions
* Rename player tracking opt enum variants
* Rename npc functions, interact info
* Minor npc actor function tweaks
* Minor comment fixes for npc
* Generalize NPC player tracking to point tracking
* Change unused NpcInteractInfo field type and name
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Rename headRot and torsoRot
* Rename GetTalkState to UpdateTalkState
* Minor comment fixes
* Rename rotateActorShape and clarify related comments
* Remove unneeded parentheses in z_en_heishi4.c
* Reformat
* Remove unclear comment
* Rename yPosOffset to yOffset
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2022-11-25 12:52:28 -05:00