Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members. (#407)

* Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members.

* Adding usage of dynapoly state flag defines.

* Formats z_bg_item

* Update z_bg_item.c

* Update z_bg_collect.c

* Update z_bg_item.c

* Update z_bg_item.c

* Renames z_bg_item system to DynaPolyActor

* Format
This commit is contained in:
Kenix3
2021-11-14 17:06:34 -05:00
committed by GitHub
parent 0a953f7aea
commit 0c3bba3ff6
41 changed files with 231 additions and 193 deletions
-3
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@@ -1,3 +0,0 @@
#include "global.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/code_800CB000/func_800CB000.s")
+2 -2
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@@ -509,8 +509,8 @@ f32 Actor_YDistance(Actor* actor1, Actor* actor2) {
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800B72E0.s")
void func_800B72F8(DynaPolyActor* dpactor, f32 a1, s16 a2) {
dpactor->unk150 = a2;
dpactor->unk148 += a1;
dpactor->yRotation = a2;
dpactor->pushForce += a1;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/Actor_IsLinkFacingActor.s")
+6 -6
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@@ -61,13 +61,13 @@ void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) {
meshActor = BgCheck_GetActorOfMesh(colCtx, index);
if (meshActor != NULL) {
func_800CAE88(meshActor);
DynaPolyActor_SetRidingFallingState(meshActor);
if ((actor->flags & 0x4000000) == 0x4000000) {
func_800CAF24(meshActor);
DynaPolyActor_SetSwitchPressedState(meshActor);
}
if ((actor->flags & 0x20000) == 0x20000) {
func_800CAF38(meshActor);
DynaPolyActor_SetHeavySwitchPressedState(meshActor);
}
}
}
@@ -80,7 +80,7 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
return 0;
}
if (((colCtx->dyna.bgActorFlags[index] & 2) != 0) || ((colCtx->dyna.bgActorFlags[index] & 1) == 0)) {
if (colCtx->dyna.bgActorFlags[index] & 2 || !(colCtx->dyna.bgActorFlags[index] & 1)) {
return 0;
}
@@ -90,12 +90,12 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
return 0;
}
if ((meshActor->unk154 & 1) != 0) {
if (meshActor->flags & 1) {
BgCheck2_UpdateActorPosition(colCtx, index, actor);
wasUpdated = 1;
}
if ((meshActor->unk154 & 2) != 0) {
if (meshActor->flags & 2) {
BgCheck2_UpdateActorYRotation(colCtx, index, actor);
wasUpdated = 1;
}
+94 -52
View File
@@ -1,99 +1,141 @@
#include "global.h"
void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) {
actor->bgId = -1;
actor->unk148 = 0;
actor->unk14C = 0;
actor->unk154 = param_2;
actor->unk_158 = 0;
#define DYNAPOLY_STATE_NONE 0
#define DYNAPOLY_STATE_RIDING_FALLING (1 << 0)
#define DYNAPOLY_STATE_RIDING_MOVING (1 << 1)
#define DYNAPOLY_STATE_RIDING_ROTATING (1 << 2)
#define DYNAPOLY_STATE_SWITCH_PRESSED (1 << 3)
#define DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED (1 << 4)
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
dynaActor->bgId = -1;
dynaActor->pushForce = 0.0f;
dynaActor->unk14C = 0.0f;
dynaActor->flags = flags;
dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
}
void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader) {
CollisionHeader* header;
void DynaPolyActor_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) {
CollisionHeader* header = NULL;
header = NULL;
BgCheck_RelocateMeshHeader(meshHeader, &header);
actor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, actor, header);
dynaActor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, dynaActor, header);
}
void BgCheck3_ResetFlags(DynaPolyActor* actor) {
actor->unk_158 = 0;
void DynaPolyActor_ResetState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
}
void func_800CAE88(DynaPolyActor* actor) {
actor->unk_158 |= 1;
void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_FALLING;
}
void func_800CAE9C(DynaPolyActor* actor) {
actor->unk_158 |= 2;
void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_MOVING;
}
void func_800CAEB0(CollisionContext* colCtx, s32 index) {
DynaPolyActor* actor;
void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 index) {
DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
actor = BgCheck_GetActorOfMesh(colCtx, index);
if (actor != (DynaPolyActor*)0x0) {
func_800CAE9C(actor);
if (dynaActor != NULL) {
DynaPolyActor_SetRidingMovingState(dynaActor);
}
}
void func_800CAEE0(DynaPolyActor* actor) {
actor->unk_158 |= 4;
void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_ROTATING;
}
void func_800CAEF4(CollisionContext* colCtx, s32 index) {
DynaPolyActor* actor;
void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 index) {
DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
actor = BgCheck_GetActorOfMesh(colCtx, index);
if (actor != (DynaPolyActor*)0x0) {
func_800CAEE0(actor);
if (dynaActor != NULL) {
DynaPolyActor_SetRidingRotatingState(dynaActor);
}
}
void func_800CAF24(DynaPolyActor* actor) {
actor->unk_158 |= 8;
void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_SWITCH_PRESSED;
}
void func_800CAF38(DynaPolyActor* actor) {
actor->unk_158 |= 0x10;
void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED;
}
s32 func_800CAF4C(DynaPolyActor* actor) {
if (actor->unk_158 & 1) {
return 1;
s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_FALLING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAF70(DynaPolyActor* actor) {
if (actor->unk_158 & 2) {
return 1;
s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_MOVING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAF94(DynaPolyActor* actor) {
if (actor->unk_158 & 4) {
return 1;
s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_ROTATING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAFB8(DynaPolyActor* actor) {
if (actor->unk_158 & 8) {
return 1;
s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_SWITCH_PRESSED) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAFDC(DynaPolyActor* actor) {
if (actor->unk_158 & 0x10) {
return 1;
s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED) {
return true;
} else {
return 0;
return false;
}
}
s32 DynaPolyActor_ValidateMove(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius,
s16 startHeight) {
Vec3f startPos;
Vec3f endPos;
Vec3f intersectionPos;
f32 sin = Math_SinS(dynaActor->yRotation);
f32 cos = Math_CosS(dynaActor->yRotation);
s32 bgId;
CollisionPoly* poly;
f32 adjustedStartRadius;
f32 adjustedEndRadius;
f32 sign = (0.0f <= dynaActor->pushForce) ? 1.0f : -1.0f;
adjustedStartRadius = (f32)startRadius - 0.1f;
startPos.x = dynaActor->actor.world.pos.x + (adjustedStartRadius * cos);
startPos.y = dynaActor->actor.world.pos.y + startHeight;
startPos.z = dynaActor->actor.world.pos.z - (adjustedStartRadius * sin);
adjustedEndRadius = (f32)endRadius - 0.1f;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.y = startPos.y;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x;
startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
return true;
}