Decompile Bg_Ikana_Ray

This commit is contained in:
rozlette
2019-12-28 02:23:17 -06:00
parent 6a74885a38
commit 7692d06fcd
7 changed files with 116 additions and 173 deletions
+86
View File
@@ -0,0 +1,86 @@
#include <ultra64.h>
#include <global.h>
ActorInitData bgIkanaRayInitData = {
0x0256,
6,
0,
0,
0x0203,
0, 0,
sizeof(ActorBgIkanaRay),
(actor_func)BgIkanaRay_Init,
(actor_func)BgIkanaRay_Fini,
(actor_func)BgIkanaRay_Main,
(actor_func)BgIkanaRay_Draw
};
// TODO better formatting
ColCylinderInit bgIkanaRayCylinderInit = {
{ 10, 33, 0, 0, 0, 1 },
{ 0, { 0x00200000, 0, 0 }, { 0, 0, 0 }, 25, 0, 1 },
{ 90, 420, 65116}
};
// TODO macro
ActorInitVar bgIkanaRayCompInit[] = {
{1, 6, 0x0FC, 4000},
{1, 6, 0x100, 1000},
{1, 6, 0x104, 1000},
{0, 9, 0x058, 100}
};
void BgIkanaRay_Init(ActorBgIkanaRay* this, GlobalContext* ctxt) {
ColCylinder* collision = &this->collision;
u32 pad;
Lib_ApplyActorInitVars((Actor*)this, bgIkanaRayCompInit);
Collision_InitCylinderDefault(ctxt, collision);
Collision_InitCylinderWithData(ctxt, collision, (Actor*)this, &bgIkanaRayCylinderInit);
Collision_CylinderMoveToActor((Actor*)this, &this->collision);
this->animatedTextures = (AnimatedTexture*)Lib_PtrSegToVirt((u32)object_ikana_obj_001228);
if (Actor_GetSwitchFlag(ctxt, this->base.variable & 0x7F) != 0) {
BgIkanaRay_SetActivated(this);
} else {
BgIkanaRay_SetDeactivated(this);
}
}
void BgIkanaRay_Fini(ActorBgIkanaRay* this, GlobalContext* ctxt) {
ColCylinder* collision = &this->collision;
Collision_FiniCylinder(ctxt, collision);
}
void BgIkanaRay_SetDeactivated(ActorBgIkanaRay* this) {
this->base.draw = NULL;
this->base.flags |= 0x10;
this->update = (actor_func)BgIkanaRay_UpdateCheckForActivation;
}
void BgIkanaRay_UpdateCheckForActivation(ActorBgIkanaRay* this, GlobalContext* ctxt) {
if (Actor_GetSwitchFlag(ctxt, this->base.variable & 0x7F) != 0) {
BgIkanaRay_SetActivated(this);
}
}
void BgIkanaRay_SetActivated(ActorBgIkanaRay* this) {
this->base.draw = (actor_func)BgIkanaRay_Draw;
this->base.flags &= 0xFFFFFFEF;
this->update = (actor_func)BgIkanaRay_UpdateActivated;
}
void BgIkanaRay_UpdateActivated(ActorBgIkanaRay* this, GlobalContext* ctxt) {
Collision_AddAT(ctxt, &ctxt->collisionContext, &this->collision.base);
}
void BgIkanaRay_Main(ActorBgIkanaRay* this, GlobalContext* ctxt) {
this->update((Actor*)this, ctxt);
}
void BgIkanaRay_Draw(ActorBgIkanaRay* this, GlobalContext* ctxt) {
SceneProc_DrawAllSceneAnimatedTextures(ctxt, this->animatedTextures);
func_800BE03C(ctxt, object_ikana_obj_001100);
}
@@ -1,138 +0,0 @@
#include <ultra64.h>
#include <global.h>
typedef struct z_ActorBgIkanaRay_s {
/* 0x000 */ Actor baseActor;
/* 0x144 */ UNK_TYPE unk144;
/* 0x148 */ u8 pad5[0x48];
/* 0x190 */ UNK_TYPE unk190;
/* 0x194 */ void(*unk404)(struct z_ActorBgIkanaRay_s*, GlobalContext*);
} z_ActorBgIkanaRay;
void z_bg_ikana_ray_init(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
void z_bg_ikana_ray_fini(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
void z_bg_ikana_ray_main(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
void z_bg_ikana_ray_draw(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
void func_80BD5498(z_ActorBgIkanaRay* this);
void func_80BD54BC(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
void func_80BD5500(z_ActorBgIkanaRay* this);
void func_80BD5530(z_ActorBgIkanaRay* this, GlobalContext* ctxt);
ActorInitData bgIkanaRayInitVar = {
0x0256,
6,
0,
0,
0x0203,
sizeof(z_ActorBgIkanaRay),
(actor_func)z_bg_ikana_ray_init,
(actor_func)z_bg_ikana_ray_fini,
(actor_func)z_bg_ikana_ray_main,
(actor_func)z_bg_ikana_ray_draw
};
GLOBAL_ASM(
.data
glabel D_80BD55F0
/* 000140 0x80BD55F0 */ .word 0x0A210000
/* 000141 0x80BD55F4 */ .word 0x00010000
/* 000142 0x80BD55F8 */ .word 0x00000000
/* 000143 0x80BD55FC */ .word 0x00200000
/* 000144 0x80BD5600 */ .word 0x00000000
/* 000145 0x80BD5604 */ .word 0x00000000
/* 000146 0x80BD5608 */ .word 0x00000000
/* 000147 0x80BD560C */ .word 0x19000100
/* 000148 0x80BD5610 */ .word 0x005A01A4
/* 000149 0x80BD5614 */ .word 0xFE5C0000
/* 000150 0x80BD5618 */ .word 0x00000000
)
// TODO macro
ActorInitVar bgIkanaRayCompInit[] = {
{1, 6, 0x0FC, 4000},
{1, 6, 0x100, 1000},
{1, 6, 0x104, 1000},
{0, 9, 0x058, 100}
};
// Overlay info
GLOBAL_ASM(
.data
glabel D_80BD562C
/* 000155 0x80BD562C */ .word 0x00000000
/* 000156 0x80BD5630 */ .word 0x00000210
/* 000157 0x80BD5634 */ .word 0x00000060
/* 000158 0x80BD5638 */ .word 0x00000000
/* 000159 0x80BD563C */ .word 0x00000000
/* 000160 0x80BD5640 */ .word 0x00000011
/* 000161 0x80BD5644 */ .word 0x45000014
/* 000162 0x80BD5648 */ .word 0x46000018
/* 000163 0x80BD564C */ .word 0x45000034
/* 000164 0x80BD5650 */ .word 0x46000038
/* 000165 0x80BD5654 */ .word 0x44000080
/* 000166 0x80BD5658 */ .word 0x44000090
/* 000167 0x80BD565C */ .word 0x450000DC
/* 000168 0x80BD5660 */ .word 0x460000E0
/* 000169 0x80BD5664 */ .word 0x44000128
/* 000170 0x80BD5668 */ .word 0x45000144
/* 000171 0x80BD566C */ .word 0x46000150
/* 000172 0x80BD5670 */ .word 0x4500014C
/* 000173 0x80BD5674 */ .word 0x46000154
/* 000174 0x80BD5678 */ .word 0x82000010
/* 000175 0x80BD567C */ .word 0x82000014
/* 000176 0x80BD5680 */ .word 0x82000018
/* 000177 0x80BD5684 */ .word 0x8200001C
)
void z_bg_ikana_ray_init(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
UNK_TYPE* sp24 = &this->unk144;
u32 pad;
func_800FFADC((Actor*)this, bgIkanaRayCompInit);
func_800E119C(ctxt, sp24);
func_800E130C(ctxt, sp24, (Actor*)this, &D_80BD55F0);
func_800E7DF8((Actor*)this, &this->unk144);
this->unk190 = func_80100504((UNK_TYPE)&D_06001228); // XXX: D_06001228 is probably a constant
if (func_800B5BB0(ctxt, this->baseActor.unk1C & 0x7F) != 0) {
func_80BD5500(this);
} else {
func_80BD5498(this);
}
}
void z_bg_ikana_ray_fini(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
UNK_TYPE* a1 = &this->unk144;
func_800E11EC(ctxt, a1);
}
void func_80BD5498(z_ActorBgIkanaRay* this) {
this->baseActor.drawFunc = NULL;
this->baseActor.unk4 |= 0x10;
this->unk404 = func_80BD54BC;
}
void func_80BD54BC(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
if (func_800B5BB0(ctxt, this->baseActor.unk1C & 0x7F) != 0) {
func_80BD5500(this);
}
}
void func_80BD5500(z_ActorBgIkanaRay* this) {
this->baseActor.drawFunc = (actor_func)z_bg_ikana_ray_draw;
this->baseActor.unk4 &= 0xFFFFFFEF;
this->unk404 = func_80BD5530;
}
void func_80BD5530(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
func_800E2558(ctxt, &ctxt->unk18884, &this->unk144);
}
void z_bg_ikana_ray_main(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
this->unk404(this, ctxt);
}
void z_bg_ikana_ray_draw(z_ActorBgIkanaRay* this, GlobalContext* ctxt) {
func_80131758(ctxt, this->unk190);
func_800BE03C(ctxt, (UNK_TYPE)&D_06001100); // XXX: D_06001100 is probably a constant
}