Files
mm/src/code/z_sub_s.c
T
Anghelo Carvajal 6069a1585f 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>
2022-01-10 12:04:28 -05:00

214 lines
6.4 KiB
C

/*
* File: z_sub_s.c
* Description: Various miscellaneous helpers
*/
#include "global.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
/**
* Finds the first EnDoor instance with unk_1A4 == 5 and the specified unk_1A5.
*/
EnDoor* SubS_FindDoor(GlobalContext* globalCtx, s32 unk_1A5) {
Actor* actor = NULL;
EnDoor* door;
while (true) {
actor = SubS_FindActor(globalCtx, actor, ACTORCAT_DOOR, ACTOR_EN_DOOR);
door = (EnDoor*)actor;
if (actor == NULL) {
break;
}
if ((door->unk_1A4 == 5) && (door->unk_1A5 == (u8)unk_1A5)) {
break;
}
if (actor->next == NULL) {
door = NULL;
break;
}
actor = actor->next;
}
return door;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013A860.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AB00.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD6C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD9C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AED4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AF00.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B010.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B0C8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B350.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B6B0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B878.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013BB34.s")
/**
* Finds the nearest actor instance of a specified Id and category to an actor.
*/
Actor* SubS_FindNearestActor(Actor* actor, GlobalContext* globalCtx, u8 actorCategory, s16 actorId) {
Actor* actorIter = NULL;
Actor* actorTmp;
f32 dist;
Actor* closestActor = NULL;
f32 minDist = 99999.0f;
s32 isSetup = false;
do {
actorIter = SubS_FindActor(globalCtx, actorIter, actorCategory, actorId);
actorTmp = actorIter;
if (actorTmp == NULL) {
break;
}
actorIter = actorTmp;
if (actorIter != actor) {
dist = Actor_DistanceBetweenActors(actor, actorIter);
if (!isSetup || dist < minDist) {
closestActor = actorIter;
minDist = dist;
isSetup = true;
}
}
actorIter = actorIter->next;
} while (actorIter != NULL);
return closestActor;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013BC6C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013BD40.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013BEDC.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C068.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C624.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C8B8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C964.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CC2C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CD64.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CF04.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D0E0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D2E0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D5E8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D648.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D68C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D720.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D768.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D83C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D8DC.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D924.s")
/**
* Finds the first actor instance of a specified Id and category.
*/
Actor* SubS_FindActor(GlobalContext* globalCtx, Actor* actorListStart, u8 actorCategory, s16 actorId) {
Actor* actor = actorListStart;
if (actor == NULL) {
actor = globalCtx->actorCtx.actorLists[actorCategory].first;
}
while (actor != NULL && actorId != actor->id) {
actor = actor->next;
}
return actor;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D9C8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DB90.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DC40.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DCCC.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DCE0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DE04.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013DF3C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E054.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E07C.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E0A4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E1C8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E2D4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E3B8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E4B0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E5CC.s")
/**
* Finds the first actor instance of a specified Id and category verified with a custom callback.
* The callback should return `true` when the actor is succesfully verified.
*/
Actor* SubS_FindActorCustom(GlobalContext* globalCtx, Actor* actor, Actor* actorListStart, u8 actorCategory,
s16 actorId, void* verifyData, VerifyActor verifyActor) {
Actor* actorIter = actorListStart;
if (actorListStart == NULL) {
actorIter = globalCtx->actorCtx.actorLists[actorCategory].first;
}
while (actorIter != NULL && (actorId != actorIter->id ||
(actorId == actorIter->id &&
(verifyActor == NULL ||
(verifyActor != NULL && !verifyActor(globalCtx, actor, actorIter, verifyData)))))) {
actorIter = actorIter->next;
}
return actorIter;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E748.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E7C0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E8F8.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E950.s")