z_actor with some documentation, with 1 NON_EQUIVALENTs (#401)

* Match Player_GetHeight

* Another bunch

* Fix merge conflict

* rename Gfx_DrawDListXlu

* add WEEROR

* Actor_Spawn

* almost Actor_SpawnTransitionActors  and Actor_Delete

* A bunch of small actors

* More renames

* format

* Some Player renames

* a few more

* import data

* run formatter

* func_800B7170

* whoops

* Fix merge issues

* Whoops 2

* func_800B83BC and func_800B83F8

* Actor_IsActorFacingPlayerAndWithinRange

* add some prototypes

* match Actor_UpdateBgCheckInfo

* func_800B7678

* mark Actor_SpawnAsChildAndCutscene as non_matching

* Actor_Draw

* Update is chaotic

* 2 new matches

* func_800BC8B8

* Another bunch

* function renames

* run formatter

* cleanup

* remove unnecesary casts

* add missing sfx

* Fix renames

* fix merge

* func_800BF7CC

* small bunch

* another bunch

* func_800BE184 non_matching

* two more

* split z_cheap_proc

* Another bunch

* another bunch

* a few and a non matching

* yeee

* a

* Actor_DrawAll non_equivalent

* Actor_RecordUndrawnActor

* i don't know what to put in this commit message

* func_800B4B50 non matching

* func_800B42F8 non matching

* func_800B5040

* func_800B5814 non_equiv

* func_800B6584

* func_800B6608

* func_800B6680

* func_800B7E04

* func_800B8118

* func_800b9170

* ,

* func_800BC4EC

* func_800BA6FC

* func_800BA798

* func_800BA8B8

* Actor_LoadOverlay

* small cleanup

* func_800BB2D0

* meh

* func_800BBAC0

* func_800BC270

* func_800B5208 non matching

* Fix warnings

* meh

* rename some ActorShadow_ functions

* fairy

* Flags_

* fix warnings

* format

* Actor_PickUp and family

* func_800B8E58

* match Actor_RemoveFromCategory

* another bit of docs

* Match func_800B86C8

* And another bit

* rename Player_GetRunSpeedLimit

* func_800B9E84

* func_800BE63C

* func_800BB8EC

* match func_800B5814

* match func_800B9334

* cleanup

* fix conflicts: first pass

* another fix

* actorfixer fix

* fix conflicts

* func_800BE680 non_equivalent

* Improve func_800BE680 a bit

* func_800BE680 equivalent (?)

* func_800BE680 equivalent

* Actor_UpdateActor equivalent

* format

* use some  ExchangeItemID enum values

* Some more cleaning

* more cleanup

* More name stealing from OoT

* match func_800B82EC

* match func_800B9D1C and a bit of cleanup

* Add ACTOR_FLAGS placeholders

* Renames and match func_800BE184

* last pass of name stealing

* format

* fix conflicts

* more cleanup

* more cleanup

* cleanup and OVERLAY_RELOCATION_OFFSET macro

* Remove prototypes of obviously internal-only functions,
update variable names,
forward declare where necessary,
remove all `param_\d`s

* remove newlines

* minor rename

* Use ACTOR_FLAGS in z_actor

* Match func_800BE3D0

* Rename movement functions

* Document Actor_CalcOffsetOrientedToDrawRotation

* velX -> horizontalSpeed

* A bit of documentation for actor movement functions

* format

* Fix merge issues

* format

* Format

* Fix renames

* fix warnings

* fix conflicts

* review :D

* Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Fix

* format

* Actor_SpawnSetupActors

* engineer review

* Update src/code/z_actor.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* A bunch of Engineer's reviews

* more Engineer's review

* a

* whoops

* run actorfixer

* c'mon

* 😮‍💨

* whoops

* warning

* More engineer's review

* run format

* I'm dumb

* a

* match func_800BE680

* Match Actor_DrawZTarget

* Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor

* Fix merge issue

* format

* update actor

* Steal a bit of @Thar0 documentation from OoT's z_message

* Run actorfixer

* Fix renames

* Match func_800B4B50 thanks to @hensldm

* Improve ActorShadow_DrawFeet thanks to @hensldm

* whoops

* Actor_PlaySfxAtProjectedPos

* Actor_UpdateActor matched by @hensldm

* Match func_800BA2FC by @hensldm

* Match Actor_SpawnTransitionActors by @hensldm

* Match func_800BB604 by @hensldm

* Match Actor_DrawAll by @hensldm

* ActorShadow_DrawFeet by @hensldm

* Actor_UpdateAll by @hensldm

* Match func_800BCCDC by @engineer124

* Small Actor_PlaySfxAtPos by @engineer124

* ACTOR_FLAGS_ALL and a bit of cleanup

* Add invisible comment

* Small docs pass

* Fix merge

* Engineer's review

* format lol

* Actor_DrawDoorLock docs

* Actor_SpawnShieldParticlesMetal

* fix merge issues

* sActorFaultClient

* fix

* commit message

* Run actorfixer.py && format.sh

* Fix warnings

* fixes

* format

* bss

* Update include/functions.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Address review

* Fix merge issues, format and such

* fix merge issues

* Add ACTORCAT_MAX

* actorList -> actorLists

* Fix merge issues

* format

* Enable WERROR on jenkinsfile

* Fix merge

* Use object symbols

* address review

* format

* review

* fix merge issues

* fix

* VRAM_PTR_SIZE, small cleanup and format

* review

Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
This commit is contained in:
Anghelo Carvajal
2022-01-10 14:04:28 -03:00
committed by GitHub
parent b74bec0e1d
commit 6069a1585f
260 changed files with 7753 additions and 3747 deletions
+32 -32
View File
@@ -63,7 +63,7 @@ void EnMs_Init(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06003DC0, &D_060005EC, this->jointTable, this->morphTable, 9);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &D_80952BA0);
ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 35.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 35.0f);
Actor_SetScale(&this->actor, 0.015f);
this->actor.colChkInfo.mass = 0xFF;
this->actionFunc = func_80952734;
@@ -87,7 +87,7 @@ void func_80952734(EnMs* this, GlobalContext* globalCtx) {
this->actor.textId = 0x932;
}
if (func_800B84D0(&this->actor, globalCtx) != 0) {
if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) {
this->actionFunc = func_809527F8;
return;
}
@@ -107,12 +107,12 @@ void func_809529AC(EnMs *this, GlobalContext *globalCtx) {
func_800B8500(&this->actor, globalCtx, this->actor.xzDistToPlayer, this->actor.playerHeightRel, 0);
this->actionFunc = func_80952A1C;
} else {
func_800B8A1C(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
}
}
void func_80952A1C(EnMs *this, GlobalContext *globalCtx) {
if (func_800B84D0(&this->actor, globalCtx)) {
if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state)) {
func_80151938(globalCtx, 0x936U);
this->actionFunc = func_809527F8;
} else {
@@ -124,7 +124,7 @@ void EnMs_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnMs* this = THIS;
Actor_SetHeight(&this->actor, 20.0f);
Actor_SetFocus(&this->actor, 20.0f);
this->actor.targetArrowOffset = 500.0f;
Actor_SetScale(&this->actor, 0.015f);
SkelAnime_Update(&this->skelAnime);
@@ -156,7 +156,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
u8 temp_v0;
u8 temp_v0_2;
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 != 4) {
if (temp_v0 != 5) {
if ((temp_v0 == 6) && (func_80147624(globalCtx) != 0)) {
@@ -168,7 +168,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
}
if (func_80147624(globalCtx) != 0) {
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
}
@@ -198,7 +198,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
return;
}
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
}
@@ -208,7 +208,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
which is long, messy, and contains some rather nasty-looking control flow, including horrors like
```C
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 != 4) {
if (temp_v0 != 5) {
if ((temp_v0 == 6) && (func_80147624(globalCtx) != 0)) {
@@ -238,7 +238,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
u8 temp_v0;
u8 temp_v0_2;
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 == 4) {
goto block_7;
}
@@ -258,7 +258,7 @@ block_5:
goto block_17;
}
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
block_7:
@@ -290,7 +290,7 @@ block_13:
return;
block_15:
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
return;
@@ -340,7 +340,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
u8 temp_v0;
u8 temp_v0_2;
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 == 4) {
goto block_7;
}
@@ -360,7 +360,7 @@ block_5:
goto block_17;
}
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
block_7:
@@ -390,7 +390,7 @@ block_11:
}
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
return;
@@ -410,7 +410,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
u8 temp_v0;
u8 temp_v0_2;
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 == 4) {
goto block_7;
}
@@ -430,7 +430,7 @@ block_5:
return;
}
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
block_7:
@@ -460,7 +460,7 @@ block_11:
}
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
return;
@@ -509,7 +509,7 @@ So let us rewrite the entire second half as a switch:
}
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
return;
@@ -540,7 +540,7 @@ There's a couple of other obvious things here:
func_80151938(globalCtx, 0x937U);
} else {
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
}
@@ -568,7 +568,7 @@ can be swapped round and made to wrap the switch. This leaves us with
void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
u8 temp_v0;
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 == 4) {
goto block_7;
}
@@ -588,7 +588,7 @@ block_5:
return;
}
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
block_7:
@@ -605,7 +605,7 @@ block_7:
func_80151938(globalCtx, 0x937U);
} else {
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
}
@@ -623,7 +623,7 @@ block_7:
Now, the top of the function also looks like a switch:
```C
temp_v0 = func_80152498(&globalCtx->msgCtx);
temp_v0 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0 == 4) {
goto block_7;
}
@@ -641,7 +641,7 @@ Putting all this together, we write down a function with no gotos in it:
```C
void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
switch (func_80152498(&globalCtx->msgCtx)) {
switch (Message_GetState(&globalCtx->msgCtx)) {
case 6:
this->actionFunc = func_80952734;
break;
@@ -651,7 +651,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
return;
}
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
break;
@@ -660,7 +660,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
func_801477B4(globalCtx);
if (gSaveContext.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(globalCtx, 0x935U);
@@ -669,7 +669,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
func_80151938(globalCtx, 0x937U);
} else {
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
}
@@ -694,7 +694,7 @@ Lastly, we can simplify `case 5` to replace the return in the if by the rest of
```C
void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
switch (func_80152498(&globalCtx->msgCtx)) {
switch (Message_GetState(&globalCtx->msgCtx)) {
case 6:
this->actionFunc = func_80952734;
break;
@@ -702,7 +702,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
case 5:
if (func_80147624(globalCtx) != 0) {
func_801477B4(globalCtx);
func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
}
break;
@@ -712,7 +712,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
func_801477B4(globalCtx);
if (gSaveContext.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(globalCtx, 0x935U);
@@ -721,7 +721,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) {
func_80151938(globalCtx, 0x937U);
} else {
func_8019F208();
func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f);
func_801159EC(-0xA);
this->actionFunc = func_809529AC;
}