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More functions from z_actor.c (#6)
* More functions from z_actor.c * Apply suggestions from code review Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
This commit is contained in:
+7
-7
@@ -687,9 +687,9 @@ void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalCo
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void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* ctxt); // func_800B51A4
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void func_800B5208(TargetContext* targetCtxt, GlobalContext* ctxt); // func_800B5208
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void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* ctxt); // func_800B5814
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u32 Actor_GetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5BB0
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void Actor_SetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5BF4
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void Actor_UnsetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5C34
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u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5BB0
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void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5BF4
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void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5C34
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u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag); // func_800B5C78
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void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag); // func_800B5C90
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void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flags); // func_800B5CAC
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@@ -700,10 +700,10 @@ void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber); // func_800B5C
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u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D18
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void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D30
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void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D4C
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u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5D6C
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u32 Actor_SetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5DB0
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u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index); // func_800B5D6C
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void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index); // func_800B5DB0
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void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5DF0
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void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, UNK_TYPE4 param_3, UNK_TYPE2 param_4, UNK_TYPE2 param_5, UNK_TYPE1 param_6, UNK_TYPE1 param_7); // func_800B5E0C
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void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); // func_800B5E0C
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void Actor_Nop800B5E50(UNK_TYPE4 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4); // func_800B5E50
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void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5E68
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void Actor_TitleCardDraw(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5F24
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@@ -849,7 +849,7 @@ void Actor_FreeOverlay(ActorOverlayTableEntry* entry); // func_800BABFC
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void Actor_Spawn(ActorContext* actCtxt, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10); // func_800BAC60
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ActorInitData* Actor_LoadOverlay(ActorContext* actCtxt, s16 index); // func_800BACD4
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Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actCtxt, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent); // func_800BAE14
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void Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s32 variable); // func_800BB0C0
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void Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable); // func_800BB0C0
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void Actor_SpawnTransitionActors(GlobalContext* ctxt, ActorContext* actCtxt); // func_800BB140
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void func_800BB2D0(ActorContext* aCtxt, unsigned short* param_2, GlobalContext* ctxt); // func_800BB2D0
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Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* ctxt); // func_800BB498
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+2
-2
@@ -1347,7 +1347,7 @@ typedef struct {
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/* 0x10 */ u32 ramAddr;
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/* 0x14 */ ActorInitData* initValues;
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/* 0x18 */ s8* name;
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/* 0x1C */ s16 flags; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
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/* 0x1C */ u16 flags; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
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/* 0x1E */ s8 clients;
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/* 0x1F */ UNK_TYPE1 pad1F[0x1];
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} ActorOverlayTableEntry;
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@@ -2110,7 +2110,7 @@ struct ActorDrawParams {
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/* 0x08 */ f32 yDisplacement;
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/* 0x0C */ actor_post_draw_func postDrawFunc;
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/* 0x10 */ f32 scale;
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/* 0x14 */ s8 alphaScale; // -1 means always draw full opacity if visible
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/* 0x14 */ u8 alphaScale; // 255 means always draw full opacity if visible
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};
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struct ActorInitData {
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+107
-26
@@ -1,9 +1,16 @@
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#include <ultra64.h>
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#include <global.h>
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#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1)) //From OOT
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PrintLists.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetDrawParams.asm")
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void Actor_SetDrawParams(ActorDrawParams* iParm1, f32 yDisplacement, actor_post_draw_func func, f32 scale) {
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iParm1->yDisplacement = yDisplacement;
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iParm1->postDrawFunc = func;
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iParm1->scale = scale;
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iParm1->alphaScale = 255;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PostDraw.asm")
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@@ -49,11 +56,24 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5208.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5814.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_GetSwitchFlag.asm")
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u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag) {
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if (flag >= 0 && flag < 0x80) {
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return ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
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}
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return 0;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetSwitchFlag.asm")
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void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag){
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if (flag >= 0 && flag < 0x80) {
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ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
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}
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_UnsetSwitchFlag.asm")
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void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag) {
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if (flag >= 0 && flag < 0x80) {
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ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
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}
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}
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u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag) {
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return ctxt->actorContext.chestFlags & (1 << flag);
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@@ -95,9 +115,18 @@ void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
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ctxt->actorContext.clearedRoomsTemp &= ~(1 << roomNumber);
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_GetCollectibleFlag.asm")
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u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index) {
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if (index > 0 && index < 0x80) {
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return ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
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}
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return 0;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetCollectibleFlag.asm")
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void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index) {
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if (index > 0 && index < 0x80) {
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ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
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}
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}
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void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
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titleCtxt->fadeOutDelay = 0;
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@@ -106,11 +135,29 @@ void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt
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titleCtxt->alpha = 0;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardCreate.asm")
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void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7) {
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titleCtxt->texture = texture;
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titleCtxt->unk4 = param_4;
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titleCtxt->unk6 = param_5;
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titleCtxt->unk8 = param_6;
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titleCtxt->unk9 = param_7;
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titleCtxt->fadeOutDelay = 80;
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titleCtxt->fadeInDelay = 0;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_Nop800B5E50.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardUpdate.asm")
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void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
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if (DECR(titleCtxt->fadeInDelay) == 0) {
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if (DECR(titleCtxt->fadeOutDelay) == 0) {
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Lib_StepTowardsCheck_s(&titleCtxt->alpha, 0, 30);
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Lib_StepTowardsCheck_s(&titleCtxt->color, 0, 70);
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} else {
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Lib_StepTowardsCheck_s(&titleCtxt->alpha, 255, 10);
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Lib_StepTowardsCheck_s(&titleCtxt->color, 255, 20);
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}
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}
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardDraw.asm")
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@@ -176,21 +223,19 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
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Actor_SetHeight(actor, 0);
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Lib_CopyVec3f(&actor->lastPos, &actor->currPosRot.pos);
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Actor_SetScale(actor, 0.01);
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actor->unk1F = 3;
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actor->minYVelocity = -20.0f;
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actor->naviMsgId = 255;
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actor->meshAttachedTo = 0x32;
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actor->sqrdDistToLink = D_801DCA54;
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func_800E7494(&actor->unkA0);
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actor->unkFC = 1000.0f;
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actor->unk100 = 350.0f;
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actor->unk104 = 700.0f;
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actor->meshAttachedTo = 0x32;
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func_800E7494(&actor->unkA0);
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actor->naviMsgId = 255;
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Actor_SetDrawParams(&actor->drawParams, 0, 0, 0);
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if (Scene_IsObjectLoaded(&ctxt->sceneContext, actor->objectIndex) != 0) {
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Actor_SetObjectSegment(ctxt, actor);
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@@ -217,9 +262,9 @@ void Actor_SetMovementScale(s32 scale) {
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#ifdef NON_MATCHING
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void Actor_ApplyMovement(Actor* actor) {
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actor->currPosRot.pos.x = actor->currPosRot.pos.x + ((actor->velocity.x * actorMovementScale) + actor->unkA0.displacement.x);
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actor->currPosRot.pos.y = actor->currPosRot.pos.y + ((actor->velocity.y * actorMovementScale) + actor->unkA0.displacement.y);
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actor->currPosRot.pos.z = actor->currPosRot.pos.z + ((actor->velocity.z * actorMovementScale) + actor->unkA0.displacement.z);
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actor->currPosRot.pos.x += ((actor->velocity.x * actorMovementScale) + actor->unkA0.displacement.x);
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actor->currPosRot.pos.y += ((actor->velocity.y * actorMovementScale) + actor->unkA0.displacement.y);
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actor->currPosRot.pos.z += ((actor->velocity.z * actorMovementScale) + actor->unkA0.displacement.z);
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}
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#else
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_ApplyMovement.asm")
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@@ -239,15 +284,34 @@ void Actor_SetVelocityYRotationAndGravity(Actor* actor) {
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityYRotationAndGravity.asm")
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#endif
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveYRotationAndGravity.asm")
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void Actor_SetVelocityAndMoveYRotationAndGravity(Actor* actor) {
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Actor_SetVelocityYRotationAndGravity(actor);
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Actor_ApplyMovement(actor);
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityXYRotation.asm")
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void Actor_SetVelocityXYRotation(Actor* actor) {
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f32 velX = Lib_cos(actor->currPosRot.rot.x) * actor->speed;
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actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
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actor->velocity.y = Lib_sin(actor->currPosRot.rot.x) * actor->speed;
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actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveXYRotation.asm")
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void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
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Actor_SetVelocityXYRotation(actor);
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Actor_ApplyMovement(actor);
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityXYRotationReverse.asm")
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void Actor_SetVelocityXYRotationReverse(Actor* actor) {
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f32 velX = Lib_cos(-actor->currPosRot.rot.x) * actor->speed;
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actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
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actor->velocity.y = Lib_sin(-actor->currPosRot.rot.x) * actor->speed;
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actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveXYRotationReverse.asm")
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void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) {
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Actor_SetVelocityXYRotationReverse(actor);
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Actor_ApplyMovement(actor);
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6C04.asm")
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@@ -301,8 +365,8 @@ void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vector3f* offset, Vect
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cos_rot_x = Lib_cos(actor->drawParams.rot.x);
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sin_rot_x = Lib_sin(actor->drawParams.rot.x);
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offset->x = (point->x - actor->currPosRot.pos.x * cos_rot_x) - (point->z - actor->currPosRot.pos.z * sin_rot_x);
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offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
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offset->y = point->y - actor->currPosRot.pos.y;
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offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
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}
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#else
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_CalcOffsetOrientedToDrawRotation.asm")
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@@ -517,7 +581,25 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_InsertIntoTypeList.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_RemoveFromTypeList.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_FreeOverlay.asm")
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void Actor_FreeOverlay(ActorOverlayTableEntry* entry) {
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u32 ramAddr;
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if (entry->clients == 0) {
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ramAddr = entry->ramAddr;
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if (ramAddr != 0) {
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//Bit 1 - always loaded
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if ((entry->flags & 2) == 0) {
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//Bit 0 - don't alloc memory
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if ((entry->flags & 1) != 0) {
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entry->ramAddr = 0;
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} else {
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zelda_free(ramAddr);
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entry->ramAddr = 0;
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}
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}
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}
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}
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}
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GLOBAL_ASM("asm/non_matchings/z_actor//Actor_Spawn.asm")
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@@ -640,4 +722,3 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800BE63C.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//func_800BE680.asm")
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GLOBAL_ASM("asm/non_matchings/z_actor//func_800BF7CC.asm")
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