z_bgcheck.c, 800430A0.c, 80043480.c (#256)

* beginning of migrating changes

* got matching

* changed order a bit

* clean up bgcheck

* fix conflict

* fix conflict again

* first stab at identifying types, some oks

* Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs

* more OKs, z_bgcheck.bss migration, update some sys_math3d.c args

* couple more OKs

* pushing some OKs

* fix compilation issues

* code_800430A0.c OK, more files decomp'd

* 8003A3E0 big OK :)

* Decomp most of func_8003C614, decomp helper funcs

* Decomp SurfaceType, CamData, and WaterBox property related functions

* more OKs, big OK in 8003C078

* more OKs, more progress, move a function definition in z_collision_check to functions.h

* more clean-ups, more OKs, dyn_vtx is now defined as u8*

* 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better

* data migrated, more OKs

* 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled

* func_80040284, 800409A8 non_matching, add IS_ZERO macro

* All asm files have C representations, some big OKs, lots of minor tweaks

* More OKs, non-matching code cleanup

* 8003FBF4 and 80040BE4 OK, improve codegen for most functions

* format z_bgcheck.c

* fix warnings, compile errors on NON_MATCHING

* func_8003EE80 is now NON_MATCHING

* begin documenting some functions

* formatting

* more documentation, func_8003A95C OK

* fix PHYSICAL_TO_VIRTUAL changes

* fix var rename

* More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP

* func_8004239C ok, more NON_MATCHING improvements, more documentation

* Implement most suggested changes

* Convert comments to slower comments

* /**

* Implement ZAP2 changes

* my anti-virus ate my format.sh results

* Rename a couple hundred functions, fix minor stuff

* rename var so that clang formats correctly

* run format.sh

* implement Petrie's matches/suggestions

* format

* matches

* and the asm

* slight error

* Add SSList

* two more matches

* stuff

* implement code changes

* clean up Petrie's matchings

Co-authored-by: Arthur <arthurtilly413@gmail.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
mzxrules
2021-01-08 06:12:58 -05:00
committed by GitHub
parent 209f0d21b8
commit 3cef03f5ff
416 changed files with 6610 additions and 13487 deletions
+50 -47
View File
@@ -215,7 +215,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
fromToOffset.r += 8.0f;
Camera_Vec3fVecSphGeoAdd(&toPoint, from, &fromToOffset);
if (!func_8003DD6C(colCtx, from, &toPoint, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
if (!BgCheck_CameraLineTest1(colCtx, from, &toPoint, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
// no poly in path.
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
@@ -225,7 +225,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
toNewPos = to->pos;
toNewPos.y += 5.0f;
floorPolyY = func_8003CCA4(colCtx, &floorPoly, &floorBgId, &toNewPos);
floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &floorBgId, &toNewPos);
if ((to->pos.y - floorPolyY) > 5.0f) {
// if the y distance from the check point to the floor is more than 5 units
@@ -241,9 +241,9 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
to->bgId = floorBgId;
}
to->norm.x = to->poly->norm.x * COLPOLY_NORM_FRAC;
to->norm.y = to->poly->norm.y * COLPOLY_NORM_FRAC;
to->norm.z = to->poly->norm.z * COLPOLY_NORM_FRAC;
to->norm.x = COLPOLY_GET_NORMAL(to->poly->normal.x);
to->norm.y = COLPOLY_GET_NORMAL(to->poly->normal.y);
to->norm.z = COLPOLY_GET_NORMAL(to->poly->normal.z);
to->pos.x = to->norm.x + toNewPos.x;
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
@@ -278,14 +278,14 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
OLib_Vec3fDiffToVecSphGeo(&fromToGeo, from, &to->pos);
fromToGeo.r += 8.0f;
Camera_Vec3fVecSphGeoAdd(&toPos, from, &fromToGeo);
if (!func_8003DD6C(colCtx, from, &toPos, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
if (!BgCheck_CameraLineTest1(colCtx, from, &toPos, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
toNewPos = to->pos;
toNewPos.y += 5.0f;
floorY = func_8003CCA4(colCtx, &floorPoly, &bgId, &toNewPos);
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &bgId, &toNewPos);
if ((to->pos.y - floorY) > 5.0f) {
// to is not on the ground or below it.
to->pos.x += to->norm.x;
@@ -298,17 +298,17 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
toNewPos.y = floorY + 1.0f;
to->bgId = bgId;
}
to->norm.x = to->poly->norm.x * COLPOLY_NORM_FRAC;
to->norm.y = to->poly->norm.y * COLPOLY_NORM_FRAC;
to->norm.z = to->poly->norm.z * COLPOLY_NORM_FRAC;
to->norm.x = COLPOLY_GET_NORMAL(to->poly->normal.x);
to->norm.y = COLPOLY_GET_NORMAL(to->poly->normal.y);
to->norm.z = COLPOLY_GET_NORMAL(to->poly->normal.z);
if ((to->norm.y > 0.5f) || (to->norm.y < -0.8f)) {
to->pos.x = to->norm.x + toNewPos.x;
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
} else if (playerFloorPoly != NULL) {
playerFloorNormF.x = playerFloorPoly->norm.x * COLPOLY_NORM_FRAC;
playerFloorNormF.y = playerFloorPoly->norm.y * COLPOLY_NORM_FRAC;
playerFloorNormF.z = playerFloorPoly->norm.z * COLPOLY_NORM_FRAC;
playerFloorNormF.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x);
playerFloorNormF.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y);
playerFloorNormF.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z);
if (Math3D_LineSegVsPlane(playerFloorNormF.x, playerFloorNormF.y, playerFloorNormF.z, playerFloorPoly->dist,
from, &toPos, &toNewPos, 1)) {
// line is from->to is touching the poly the player is on.
@@ -353,7 +353,8 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
CollisionContext* colCtx = &camera->globalCtx->colCtx;
poly = NULL;
if (func_8003DD6C(colCtx, from, to, &intersect, &poly, 1, 1, 1, 0, &bgId) && (func_80038B7C(poly, from) < 0.0f)) {
if (BgCheck_CameraLineTest1(colCtx, from, to, &intersect, &poly, 1, 1, 1, 0, &bgId) &&
(CollisionPoly_GetPointDistanceFromPlane(poly, from) < 0.0f)) {
// if there is a poly between `from` and `to` and the `from` is behind the poly.
return true;
}
@@ -368,7 +369,7 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
s32 pad;
CollisionPoly* floorPoly;
f32 floorY = func_8003C940(&camera->globalCtx->colCtx, &floorPoly, bgId, chkPos);
f32 floorY = BgCheck_EntityRaycastFloor3(&camera->globalCtx->colCtx, &floorPoly, bgId, chkPos);
if (floorY == BGCHECK_Y_MIN) {
// no floor
@@ -376,9 +377,9 @@ f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* b
floorNorm->y = 1.0f;
floorNorm->z = 0.0f;
} else {
floorNorm->x = floorPoly->norm.x * COLPOLY_NORM_FRAC;
floorNorm->y = floorPoly->norm.y * COLPOLY_NORM_FRAC;
floorNorm->z = floorPoly->norm.z * COLPOLY_NORM_FRAC;
floorNorm->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
floorNorm->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
floorNorm->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
}
return floorY;
@@ -409,9 +410,9 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, u32* bgId) {
s32 i;
for (i = 3; i > 0; i--) {
floorY = func_8003CCA4(colCtx, &floorPoly, bgId, pos);
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos);
if (floorY == BGCHECK_Y_MIN ||
(camera->playerGroundY < floorY && !((floorPoly->norm.y * COLPOLY_NORM_FRAC) > 0.5f))) {
(camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) {
// no floor, or player is below the floor and floor is not considered steep
norm->x = 0.0f;
norm->y = 1.0f;
@@ -423,9 +424,9 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, u32* bgId) {
pos->y = floorY - 10.0f;
continue;
} else {
norm->x = floorPoly->norm.x * COLPOLY_NORM_FRAC;
norm->y = floorPoly->norm.y * COLPOLY_NORM_FRAC;
norm->z = floorPoly->norm.z * COLPOLY_NORM_FRAC;
norm->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
norm->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
norm->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
break;
}
}
@@ -439,14 +440,14 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, u32* bgId) {
* Returns the CameraSettingType of the camera at index `camDataIdx`
*/
s16 Camera_GetCamDataSetting(Camera* camera, s32 camDataIdx) {
return func_80041A4C(&camera->globalCtx->colCtx, camDataIdx, 50);
return func_80041A4C(&camera->globalCtx->colCtx, camDataIdx, BGCHECK_SCENE);
}
/**
* Returns the scene camera info for the current camera data index
*/
Vec3s* Camera_GetCamBGData(Camera* camera) {
return func_80041C10(&camera->globalCtx->colCtx, camera->camDataIdx, 50);
return func_80041C10(&camera->globalCtx->colCtx, camera->camDataIdx, BGCHECK_SCENE);
}
/**
@@ -459,7 +460,7 @@ s32 Camera_GetDataIdxForPoly(Camera* camera, u32* bgId, CollisionPoly* poly) {
s32 ret;
func_8002EF44(&playerPosRot, &camera->player->actor); // unused.
camDataIdx = func_80041A28(&camera->globalCtx->colCtx, poly, *bgId);
camDataIdx = SurfaceType_GetCamDataIndex(&camera->globalCtx->colCtx, poly, *bgId);
if (func_80041A4C(&camera->globalCtx->colCtx, camDataIdx, *bgId) == CAM_SET_NONE) {
ret = -1;
@@ -482,12 +483,13 @@ Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) {
func_8002EF44(&playerPosShape, &camera->player->actor);
playerPosShape.pos.y += Player_GetHeight(camera->player);
if (func_8003C940(&camera->globalCtx->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
if (BgCheck_EntityRaycastFloor3(&camera->globalCtx->colCtx, &floorPoly, &bgId, &playerPosShape.pos) ==
BGCHECK_Y_MIN) {
// no floor
return NULL;
}
*dataCnt = func_80041B80(&camera->globalCtx->colCtx, floorPoly, bgId);
return func_80041C98(&camera->globalCtx->colCtx, floorPoly, bgId);
*dataCnt = SurfaceType_GetNumCameras(&camera->globalCtx->colCtx, floorPoly, bgId);
return SurfaceType_GetCamPosData(&camera->globalCtx->colCtx, floorPoly, bgId);
}
/**
@@ -504,8 +506,8 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
func_8002EF44(&playerPosShape, &camera->player->actor);
*waterY = playerPosShape.pos.y;
if (!func_8004213C(camera->globalCtx, &camera->globalCtx->colCtx, playerPosShape.pos.x, playerPosShape.pos.z,
waterY, &waterBox)) {
if (!WaterBox_GetSurface1(camera->globalCtx, &camera->globalCtx->colCtx, playerPosShape.pos.x, playerPosShape.pos.z,
waterY, &waterBox)) {
// player's position is not in a water box.
*waterY = BGCHECK_Y_MIN;
return -1;
@@ -517,8 +519,8 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
return -1;
}
ret = func_80042538(&camera->globalCtx->colCtx, waterBox);
if ((ret <= 0) || (func_80042548(&camera->globalCtx->colCtx, waterBox) <= 0)) {
ret = WaterBox_GetCamDataIndex(&camera->globalCtx->colCtx, waterBox);
if ((ret <= 0) || (WaterBox_GetCameraSType(&camera->globalCtx->colCtx, waterBox) <= 0)) {
// no camera data idx, or no CameraSettingType
return -2;
}
@@ -539,7 +541,8 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
func_8002EF44(&playerPosRot, &camera->player->actor);
waterY = playerPosRot.pos.y;
if (!func_8004213C(camera->globalCtx, &camera->globalCtx->colCtx, chkPos->x, chkPos->z, &waterY, &waterBox)) {
if (!WaterBox_GetSurface1(camera->globalCtx, &camera->globalCtx->colCtx, chkPos->x, chkPos->z, &waterY,
&waterBox)) {
// chkPos is not within the x/z boundaries of a water box.
return BGCHECK_Y_MIN;
}
@@ -550,7 +553,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
return BGCHECK_Y_MIN;
}
*envProp = func_8004259C(&camera->globalCtx->colCtx, waterBox);
*envProp = WaterBox_GetLightSettingIndex(&camera->globalCtx->colCtx, waterBox);
return waterY;
}
@@ -1284,7 +1287,7 @@ s16 Camera_CalcDefaultYaw(Camera* camera, s16 cur, s16 target, f32 arg3, f32 acc
if (camera->xzSpeed > 0.001f) {
angDelta = target - BINANG_ROT180(cur);
speedT = BINANG_ROT180(angDelta) * COLPOLY_NORM_FRAC;
speedT = COLPOLY_GET_NORMAL(BINANG_ROT180(angDelta));
} else {
angDelta = target - BINANG_ROT180(cur);
speedT = PCT(OREG(48));
@@ -3603,7 +3606,7 @@ s32 Camera_KeepOn4(Camera* camera) {
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
D_8015BD50 = playerPosRot->pos;
D_8015BD50.y += playerHeight;
temp_f0_2 = func_8003CCA4(&camera->globalCtx->colCtx, &spC0, &i, &D_8015BD50);
temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->globalCtx->colCtx, &spC0, &i, &D_8015BD50);
if (temp_f0_2 > (keep4->unk_00 + D_8015BD50.y)) {
D_8015BD50.y = temp_f0_2 + 10.0f;
} else {
@@ -6833,7 +6836,7 @@ void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, GlobalCon
camera->setting = camera->prevSetting = 0x21;
camera->camDataIdx = camera->prevCamDataIdx = -1;
camera->mode = 0;
camera->bgCheckId = 0x32;
camera->bgCheckId = BGCHECK_SCENE;
camera->unk_168 = 0x7FFF;
camera->timer = -1;
camera->unk_14C |= 0x4000;
@@ -7092,7 +7095,7 @@ s32 Camera_CheckWater(Camera* camera) {
}
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgCheckId;
camera->bgCheckId = 50;
camera->bgCheckId = BGCHECK_SCENE;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL3, 2);
*waterPrevCamSetting = camera->setting;
camera->bgCheckId = prevBgId;
@@ -7108,7 +7111,7 @@ s32 Camera_CheckWater(Camera* camera) {
}
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgCheckId;
camera->bgCheckId = 50;
camera->bgCheckId = BGCHECK_SCENE;
Camera_ChangeDataIdx(camera, waterCamIdx);
*waterPrevCamSetting = camera->setting;
camera->bgCheckId = prevBgId;
@@ -7118,7 +7121,7 @@ s32 Camera_CheckWater(Camera* camera) {
osSyncPrintf("camera: water: off\n");
camera->unk_14C &= ~0x200;
prevBgId = camera->bgCheckId;
camera->bgCheckId = 50;
camera->bgCheckId = BGCHECK_SCENE;
if (camera->waterPrevCamIdx < 0) {
func_80057FC4(camera);
camera->camDataIdx = -1;
@@ -7342,14 +7345,14 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
spAC = curPlayerPosRot.pos;
spAC.y += Player_GetHeight(camera->player);
playerGroundY = func_8003CA0C(camera->globalCtx, &camera->globalCtx->colCtx, &playerFloorPoly, &bgCheckId,
&camera->player->actor, &spAC);
playerGroundY = BgCheck_EntityRaycastFloor5(camera->globalCtx, &camera->globalCtx->colCtx, &playerFloorPoly,
&bgCheckId, &camera->player->actor, &spAC);
if (playerGroundY != BGCHECK_Y_MIN) {
// player is above ground.
sOOBTimer = 0;
camera->floorNorm.x = playerFloorPoly->norm.x * COLPOLY_NORM_FRAC;
camera->floorNorm.y = playerFloorPoly->norm.y * COLPOLY_NORM_FRAC;
camera->floorNorm.z = playerFloorPoly->norm.z * COLPOLY_NORM_FRAC;
camera->floorNorm.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x);
camera->floorNorm.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y);
camera->floorNorm.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z);
camera->bgCheckId = bgCheckId;
camera->playerGroundY = playerGroundY;
} else {
@@ -7378,7 +7381,7 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
camDataIdx = Camera_GetDataIdxForPoly(camera, &bgCheckId, playerFloorPoly);
if (camDataIdx != -1) {
camera->nextBGCheckId = bgCheckId;
if (bgCheckId == 50) {
if (bgCheckId == BGCHECK_SCENE) {
camera->nextCamDataIdx = camDataIdx;
}
}