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:
Cleverking2003
2020-03-10 20:24:59 +03:00
committed by GitHub
parent da9aaf43c1
commit 0c35be2381
3 changed files with 116 additions and 35 deletions
+7 -7
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@@ -687,9 +687,9 @@ void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalCo
void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* ctxt); // func_800B51A4
void func_800B5208(TargetContext* targetCtxt, GlobalContext* ctxt); // func_800B5208
void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* ctxt); // func_800B5814
u32 Actor_GetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5BB0
void Actor_SetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5BF4
void Actor_UnsetSwitchFlag(GlobalContext* ctxt, u32 flag); // func_800B5C34
u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5BB0
void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5BF4
void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag); // func_800B5C34
u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag); // func_800B5C78
void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag); // func_800B5C90
void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flags); // func_800B5CAC
@@ -700,10 +700,10 @@ void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber); // func_800B5C
u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D18
void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D30
void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); // func_800B5D4C
u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5D6C
u32 Actor_SetCollectibleFlag(GlobalContext* ctxt, u32 index); // func_800B5DB0
u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index); // func_800B5D6C
void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index); // func_800B5DB0
void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5DF0
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
void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); // func_800B5E0C
void Actor_Nop800B5E50(UNK_TYPE4 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4); // func_800B5E50
void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5E68
void Actor_TitleCardDraw(GlobalContext* ctxt, TitleCardContext* titleCtxt); // func_800B5F24
@@ -849,7 +849,7 @@ void Actor_FreeOverlay(ActorOverlayTableEntry* entry); // func_800BABFC
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
ActorInitData* Actor_LoadOverlay(ActorContext* actCtxt, s16 index); // func_800BACD4
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
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
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
void Actor_SpawnTransitionActors(GlobalContext* ctxt, ActorContext* actCtxt); // func_800BB140
void func_800BB2D0(ActorContext* aCtxt, unsigned short* param_2, GlobalContext* ctxt); // func_800BB2D0
Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* ctxt); // func_800BB498
+2 -2
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@@ -1347,7 +1347,7 @@ typedef struct {
/* 0x10 */ u32 ramAddr;
/* 0x14 */ ActorInitData* initValues;
/* 0x18 */ s8* name;
/* 0x1C */ s16 flags; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
/* 0x1C */ u16 flags; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
/* 0x1E */ s8 clients;
/* 0x1F */ UNK_TYPE1 pad1F[0x1];
} ActorOverlayTableEntry;
@@ -2110,7 +2110,7 @@ struct ActorDrawParams {
/* 0x08 */ f32 yDisplacement;
/* 0x0C */ actor_post_draw_func postDrawFunc;
/* 0x10 */ f32 scale;
/* 0x14 */ s8 alphaScale; // -1 means always draw full opacity if visible
/* 0x14 */ u8 alphaScale; // 255 means always draw full opacity if visible
};
struct ActorInitData {
+107 -26
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@@ -1,9 +1,16 @@
#include <ultra64.h>
#include <global.h>
#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1)) //From OOT
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PrintLists.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetDrawParams.asm")
void Actor_SetDrawParams(ActorDrawParams* iParm1, f32 yDisplacement, actor_post_draw_func func, f32 scale) {
iParm1->yDisplacement = yDisplacement;
iParm1->postDrawFunc = func;
iParm1->scale = scale;
iParm1->alphaScale = 255;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PostDraw.asm")
@@ -49,11 +56,24 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5208.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5814.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_GetSwitchFlag.asm")
u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag) {
if (flag >= 0 && flag < 0x80) {
return ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
}
return 0;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetSwitchFlag.asm")
void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag){
if (flag >= 0 && flag < 0x80) {
ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
}
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_UnsetSwitchFlag.asm")
void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag) {
if (flag >= 0 && flag < 0x80) {
ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
}
}
u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag) {
return ctxt->actorContext.chestFlags & (1 << flag);
@@ -95,9 +115,18 @@ void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
ctxt->actorContext.clearedRoomsTemp &= ~(1 << roomNumber);
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_GetCollectibleFlag.asm")
u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index) {
if (index > 0 && index < 0x80) {
return ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
}
return 0;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetCollectibleFlag.asm")
void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index) {
if (index > 0 && index < 0x80) {
ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
}
}
void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
titleCtxt->fadeOutDelay = 0;
@@ -106,11 +135,29 @@ void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt
titleCtxt->alpha = 0;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardCreate.asm")
void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7) {
titleCtxt->texture = texture;
titleCtxt->unk4 = param_4;
titleCtxt->unk6 = param_5;
titleCtxt->unk8 = param_6;
titleCtxt->unk9 = param_7;
titleCtxt->fadeOutDelay = 80;
titleCtxt->fadeInDelay = 0;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_Nop800B5E50.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardUpdate.asm")
void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
if (DECR(titleCtxt->fadeInDelay) == 0) {
if (DECR(titleCtxt->fadeOutDelay) == 0) {
Lib_StepTowardsCheck_s(&titleCtxt->alpha, 0, 30);
Lib_StepTowardsCheck_s(&titleCtxt->color, 0, 70);
} else {
Lib_StepTowardsCheck_s(&titleCtxt->alpha, 255, 10);
Lib_StepTowardsCheck_s(&titleCtxt->color, 255, 20);
}
}
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_TitleCardDraw.asm")
@@ -176,21 +223,19 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
Actor_SetHeight(actor, 0);
Lib_CopyVec3f(&actor->lastPos, &actor->currPosRot.pos);
Actor_SetScale(actor, 0.01);
actor->unk1F = 3;
actor->minYVelocity = -20.0f;
actor->naviMsgId = 255;
actor->meshAttachedTo = 0x32;
actor->sqrdDistToLink = D_801DCA54;
func_800E7494(&actor->unkA0);
actor->unkFC = 1000.0f;
actor->unk100 = 350.0f;
actor->unk104 = 700.0f;
actor->meshAttachedTo = 0x32;
func_800E7494(&actor->unkA0);
actor->naviMsgId = 255;
Actor_SetDrawParams(&actor->drawParams, 0, 0, 0);
if (Scene_IsObjectLoaded(&ctxt->sceneContext, actor->objectIndex) != 0) {
Actor_SetObjectSegment(ctxt, actor);
@@ -217,9 +262,9 @@ void Actor_SetMovementScale(s32 scale) {
#ifdef NON_MATCHING
void Actor_ApplyMovement(Actor* actor) {
actor->currPosRot.pos.x = actor->currPosRot.pos.x + ((actor->velocity.x * actorMovementScale) + actor->unkA0.displacement.x);
actor->currPosRot.pos.y = actor->currPosRot.pos.y + ((actor->velocity.y * actorMovementScale) + actor->unkA0.displacement.y);
actor->currPosRot.pos.z = actor->currPosRot.pos.z + ((actor->velocity.z * actorMovementScale) + actor->unkA0.displacement.z);
actor->currPosRot.pos.x += ((actor->velocity.x * actorMovementScale) + actor->unkA0.displacement.x);
actor->currPosRot.pos.y += ((actor->velocity.y * actorMovementScale) + actor->unkA0.displacement.y);
actor->currPosRot.pos.z += ((actor->velocity.z * actorMovementScale) + actor->unkA0.displacement.z);
}
#else
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_ApplyMovement.asm")
@@ -239,15 +284,34 @@ void Actor_SetVelocityYRotationAndGravity(Actor* actor) {
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityYRotationAndGravity.asm")
#endif
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveYRotationAndGravity.asm")
void Actor_SetVelocityAndMoveYRotationAndGravity(Actor* actor) {
Actor_SetVelocityYRotationAndGravity(actor);
Actor_ApplyMovement(actor);
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityXYRotation.asm")
void Actor_SetVelocityXYRotation(Actor* actor) {
f32 velX = Lib_cos(actor->currPosRot.rot.x) * actor->speed;
actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
actor->velocity.y = Lib_sin(actor->currPosRot.rot.x) * actor->speed;
actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveXYRotation.asm")
void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
Actor_SetVelocityXYRotation(actor);
Actor_ApplyMovement(actor);
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityXYRotationReverse.asm")
void Actor_SetVelocityXYRotationReverse(Actor* actor) {
f32 velX = Lib_cos(-actor->currPosRot.rot.x) * actor->speed;
actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
actor->velocity.y = Lib_sin(-actor->currPosRot.rot.x) * actor->speed;
actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_SetVelocityAndMoveXYRotationReverse.asm")
void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) {
Actor_SetVelocityXYRotationReverse(actor);
Actor_ApplyMovement(actor);
}
GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6C04.asm")
@@ -301,8 +365,8 @@ void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vector3f* offset, Vect
cos_rot_x = Lib_cos(actor->drawParams.rot.x);
sin_rot_x = Lib_sin(actor->drawParams.rot.x);
offset->x = (point->x - actor->currPosRot.pos.x * cos_rot_x) - (point->z - actor->currPosRot.pos.z * sin_rot_x);
offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
offset->y = point->y - actor->currPosRot.pos.y;
offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
}
#else
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_CalcOffsetOrientedToDrawRotation.asm")
@@ -517,7 +581,25 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_InsertIntoTypeList.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_RemoveFromTypeList.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_FreeOverlay.asm")
void Actor_FreeOverlay(ActorOverlayTableEntry* entry) {
u32 ramAddr;
if (entry->clients == 0) {
ramAddr = entry->ramAddr;
if (ramAddr != 0) {
//Bit 1 - always loaded
if ((entry->flags & 2) == 0) {
//Bit 0 - don't alloc memory
if ((entry->flags & 1) != 0) {
entry->ramAddr = 0;
} else {
zelda_free(ramAddr);
entry->ramAddr = 0;
}
}
}
}
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_Spawn.asm")
@@ -640,4 +722,3 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800BE63C.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//func_800BE680.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//func_800BF7CC.asm")