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
+9 -9
View File
@@ -148,9 +148,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) {
}
}
if (func_800B84D0(&this->actor, globalCtx) != 0) {
if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) {
func_80C10290(this);
} else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) {
} else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) {
func_800B8614(&this->actor, globalCtx, 60.0f);
if (Player_GetMask(globalCtx) == 2) {
this->actor.textId = 0x2367;
@@ -188,7 +188,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
}
}
temp_v0_2 = func_80152498(&globalCtx->msgCtx);
temp_v0_2 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0_2 == 2) {
this->actor.textId = 0x2ADC;
func_80C10148(this);
@@ -197,7 +197,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) {
if (this->actor.textId == 0x2AD9) {
Actor_SetSwitchFlag(globalCtx, this->actor.params);
Flags_SetSwitch(globalCtx, this->actor.params);
Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f);
if ((gSaveContext.weekEventReg[63] & 0x80)) {
this->actor.textId = 0x2ADF;
@@ -476,9 +476,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) {
}
}
if (func_800B84D0(&this->actor, globalCtx) != 0) {
if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) {
func_80C10290(this);
} else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) {
} else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) {
func_800B8614(&this->actor, globalCtx, 60.0f);
if (Player_GetMask(globalCtx) == PLAYER_MASK_KAFEIS_MASK) {
this->actor.textId = 0x2367; // "... doesn't Kafei want to break off his engagement ... ?"
@@ -514,13 +514,13 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) {
}
}
temp_v0_2 = func_80152498(&globalCtx->msgCtx);
temp_v0_2 = Message_GetState(&globalCtx->msgCtx);
if (temp_v0_2 == 2) {
this->actor.textId = 0x2ADC; // hear directions again?
func_80C10148(this);
} else if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) {
if (this->actor.textId == 0x2AD9) { // "Welcome..."
Actor_SetSwitchFlag(globalCtx, this->actor.params);
Flags_SetSwitch(globalCtx, this->actor.params);
Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f);
if (gSaveContext.weekEventReg[63] & 0x80) { // showed Couple's Mask to meeting
this->actor.textId = 0x2ADF; // Mayor's office is on the left (meeting ended)
@@ -546,7 +546,7 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) {
}
}
```
All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `func_800B84D0(&this->actor, globalCtx) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `func_80152498(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`.
All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `Message_GetState(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`.
For more complex actors, we have a tool called `graphovl.py` that can produce function flow graphs for actors: running
```