* z64game.h

* grrrrr

* fix missing stuff

* Update include/z64game.h

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

* Update include/z64game.h

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

* review

* global.h to the top

* reiew

* fix

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-06-06 08:54:18 -04:00
committed by GitHub
parent 4cce444661
commit a0701c170b
16 changed files with 155 additions and 123 deletions
-19
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@@ -1874,25 +1874,6 @@ void AudioMgr_ThreadEntry(void* arg);
void AudioMgr_Unlock(AudioMgr* audioMgr);
void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, SchedContext* sched, IrqMgr* irqMgr);
void Game_UpdateFramerateVariables(s32 divisor);
void Game_SetFramerateDivisor(GameState* gameState, s32 divisor);
void GameState_SetFBFilter(Gfx** gfx, void* zbuffer);
void Game_Nop80173534(GameState* gameState);
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx);
void GameState_SetFrameBuffer(GraphicsContext* gfxCtx);
void func_801736DC(GraphicsContext* gfxCtx);
void Game_UpdateInput(GameState* gameState);
void Game_Update(GameState* gameState);
void Game_IncrementFrameCount(GameState* gameState);
void GameState_InitArena(GameState* gameState, size_t size);
void GameState_Realloc(GameState* gameState, size_t size);
void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx);
void GameState_Destroy(GameState* gameState);
GameStateFunc GameState_GetInit(GameState* gameState);
size_t GameState_GetSize(GameState* gameState);
u32 GameState_IsRunning(GameState* gameState);
s32 GameState_GetArenaSize(GameState* gameState);
s32 func_80173B48(GameState* gameState);
void GameAlloc_Log(GameAlloc* this);
void* GameAlloc_Malloc(GameAlloc* this, size_t size);
void GameAlloc_Free(GameAlloc* this, void* data);
-15
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@@ -28,21 +28,6 @@
#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId])
#define STOP_GAMESTATE(curState) \
do { \
GameState* state = curState; \
\
state->running = false; \
} while(0)
#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
do { \
GameState* state = curState; \
\
(state)->init = nextInit; \
(state)->size = nextSize; \
} while (0)
#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)
#define GET_FIRST_ENEMY(play) ((Actor*)(play)->actorCtx.actorLists[ACTORCAT_ENEMY].first)
+1 -4
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@@ -745,10 +745,7 @@ extern Input* D_801D0D60;
// extern UNK_TYPE2 D_801D14E4;
// extern UNK_TYPE2 D_801D14E8;
// extern UNK_TYPE4 D_801D14F0;
extern s32 gFramerateDivisor;
extern f32 gFramerateDivisorF;
extern f32 gFramerateDivisorHalf;
extern f32 gFramerateDivisorThird;
extern u32 retryCount;
extern u32 cfbIdx[3];
extern s32 gScreenWidth;
+1 -48
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@@ -44,6 +44,7 @@
#include "z64effect.h"
#include "z64frameadvance.h"
#include "z64game_over.h"
#include "z64game.h"
#include "z64interface.h"
#include "z64item.h"
#include "z64light.h"
@@ -407,54 +408,6 @@ typedef struct {
/* 0x844 */ void* fb;
} FaultThreadStruct; // size = 0x848
struct GameState;
typedef void (*GameStateFunc)(struct GameState* gameState);
typedef struct {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ uintptr_t vromStart; // if applicable
/* 0x08 */ uintptr_t vromEnd; // if applicable
/* 0x0C */ void* vramStart; // if applicable
/* 0x10 */ void* vramEnd; // if applicable
/* 0x14 */ UNK_PTR unk_14;
/* 0x18 */ GameStateFunc init; // initializes and executes the given context
/* 0x1C */ GameStateFunc destroy; // deconstructs the context, and sets the next context to load
/* 0x20 */ UNK_PTR unk_20;
/* 0x24 */ UNK_PTR unk_24;
/* 0x28 */ UNK_TYPE unk_28;
/* 0x2C */ size_t instanceSize;
} GameStateOverlay; // size = 0x30
typedef struct GameAllocEntry {
/* 0x0 */ struct GameAllocEntry* next;
/* 0x4 */ struct GameAllocEntry* prev;
/* 0x8 */ size_t size;
/* 0xC */ u32 unk_0C;
} GameAllocEntry; // size = 0x10
typedef struct GameAlloc {
/* 0x00 */ GameAllocEntry base;
/* 0x10 */ GameAllocEntry* head;
} GameAlloc; // size = 0x14
typedef struct GameState {
/* 0x00 */ GraphicsContext* gfxCtx;
/* 0x04 */ GameStateFunc main;
/* 0x08 */ GameStateFunc destroy;
/* 0x0C */ GameStateFunc init; // Usually the current game state's init, though after stopping, the graph thread will look here to determine the next game state to load.
/* 0x10 */ size_t size;
/* 0x14 */ Input input[MAXCONTROLLERS];
/* 0x74 */ TwoHeadArena heap;
/* 0x84 */ GameAlloc alloc;
/* 0x98 */ UNK_TYPE1 pad98[0x3];
/* 0x9B */ u8 running; // If 0, switch to next game state
/* 0x9C */ u32 frames;
/* 0xA0 */ u8 padA0[0x2];
/* 0xA2 */ u8 framerateDivisor; // game speed?
/* 0xA3 */ u8 unk_A3;
} GameState; // size = 0xA4
struct PlayState;
typedef s32 (*ColChkResetFunc)(struct PlayState*, Collider*);
+104
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@@ -0,0 +1,104 @@
#ifndef Z64_GAME_H
#define Z64_GAME_H
#include "ultra64.h"
#include "libc/stdbool.h"
#include "libc/stdint.h"
#include "io/controller.h"
#include "tha.h"
#include "padmgr.h"
struct GraphicsContext;
struct GameState;
typedef void (*GameStateFunc)(struct GameState* gameState);
typedef struct {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ uintptr_t vromStart; // if applicable
/* 0x08 */ uintptr_t vromEnd; // if applicable
/* 0x0C */ void* vramStart; // if applicable
/* 0x10 */ void* vramEnd; // if applicable
/* 0x14 */ UNK_PTR unk_14;
/* 0x18 */ GameStateFunc init; // initializes and executes the given context
/* 0x1C */ GameStateFunc destroy; // deconstructs the context, and sets the next context to load
/* 0x20 */ UNK_PTR unk_20;
/* 0x24 */ UNK_PTR unk_24;
/* 0x28 */ UNK_TYPE unk_28;
/* 0x2C */ size_t instanceSize;
} GameStateOverlay; // size = 0x30
typedef struct GameAllocEntry {
/* 0x0 */ struct GameAllocEntry* next;
/* 0x4 */ struct GameAllocEntry* prev;
/* 0x8 */ size_t size;
/* 0xC */ u32 unk_0C;
} GameAllocEntry; // size = 0x10
typedef struct GameAlloc {
/* 0x00 */ GameAllocEntry base;
/* 0x10 */ GameAllocEntry* head;
} GameAlloc; // size = 0x14
typedef struct GameState {
/* 0x00 */ struct GraphicsContext* gfxCtx;
/* 0x04 */ GameStateFunc main;
/* 0x08 */ GameStateFunc destroy;
/* 0x0C */ GameStateFunc init; // Usually the current game state's init, though after stopping, the graph thread will look here to determine the next game state to load.
/* 0x10 */ size_t size;
/* 0x14 */ Input input[MAXCONTROLLERS];
/* 0x74 */ TwoHeadArena heap;
/* 0x84 */ GameAlloc alloc;
/* 0x98 */ UNK_TYPE1 pad98[0x3];
/* 0x9B */ u8 running; // If 0, switch to next game state
/* 0x9C */ u32 frames;
/* 0xA0 */ u8 padA0[0x2];
/* 0xA2 */ u8 framerateDivisor;
/* 0xA3 */ u8 unk_A3;
} GameState; // size = 0xA4
void Game_UpdateFramerateVariables(s32 divisor);
void Game_SetFramerateDivisor(GameState* gameState, s32 divisor);
void GameState_SetFBFilter(Gfx** gfx, void* zbuffer);
void Game_Nop80173534(GameState* gameState);
void GameState_Draw(GameState* gameState, struct GraphicsContext* gfxCtx);
void GameState_SetFrameBuffer(struct GraphicsContext* gfxCtx);
void func_801736DC(struct GraphicsContext* gfxCtx);
void Game_UpdateInput(GameState* gameState);
void Game_Update(GameState* gameState);
void Game_IncrementFrameCount(GameState* gameState);
void GameState_InitArena(GameState* gameState, size_t size);
void GameState_Realloc(GameState* gameState, size_t size);
void GameState_Init(GameState* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
void GameState_Destroy(GameState* gameState);
GameStateFunc GameState_GetInit(GameState* gameState);
size_t GameState_GetSize(GameState* gameState);
u32 GameState_IsRunning(GameState* gameState);
s32 GameState_GetArenaSize(GameState* gameState);
s32 func_80173B48(GameState* gameState);
extern s32 gFramerateDivisor;
extern f32 gFramerateDivisorF;
extern f32 gFramerateDivisorHalf;
extern f32 gFramerateDivisorThird;
#define STOP_GAMESTATE(curState) \
do { \
GameState* state = curState; \
\
state->running = false; \
} while(0)
#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
do { \
GameState* state = curState; \
\
(state)->init = nextInit; \
(state)->size = nextSize; \
} while (0)
#endif
+5 -5
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@@ -1,15 +1,15 @@
#ifndef Z64PRENMI_H
#define Z64PRENMI_H
#include "global.h"
void PreNMI_Destroy(GameState* thisx);
void PreNMI_Init(GameState* thisx);
#include "z64game.h"
typedef struct {
/* 0x00 */ GameState state;
/* 0xA4 */ u32 timer;
/* 0xA8 */ UNK_TYPE4 unkA8;
/* 0xA8 */ s32 unk_A8;
} PreNMIState; // size = 0xAC
void PreNMI_Destroy(GameState* thisx);
void PreNMI_Init(GameState* thisx);
#endif
+4 -4
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@@ -1,13 +1,13 @@
#ifndef Z64TITLE_SETUP_H
#define Z64TITLE_SETUP_H
#include "global.h"
void Setup_Destroy(GameState* gameState);
void Setup_Init(GameState* thisx);
#include "z64game.h"
typedef struct {
/* 0x00 */ GameState state;
} SetupState; // size = 0xA4
void Setup_Destroy(GameState* gameState);
void Setup_Init(GameState* thisx);
#endif