fix some of the floating point stuff

This commit is contained in:
elijah-thomas774
2024-05-25 03:42:13 -04:00
parent d9e22fe76d
commit 51dae63c9a
5 changed files with 79 additions and 74 deletions
+54 -67
View File
@@ -1,13 +1,12 @@
#include "d/a/d_a_base.h"
#include "m/m_vec.h"
#include "d/d_player.h"
#include "f/f_list_nd.h"
#include "toBeSorted/misc_flag_managers.h"
#include "toBeSorted/special_item_drop_mgr.h"
#include "toBeSorted/scgame.h"
#include "m/m_vec.h"
#include "toBeSorted/event.h"
#include "toBeSorted/file_manager.h"
#include "toBeSorted/misc_flag_managers.h"
#include "toBeSorted/scgame.h"
#include "toBeSorted/special_item_drop_mgr.h"
// .sdata
u32 dAcBase_c::s_Create_RoomId = -1;
@@ -27,12 +26,12 @@ extern "C" ObjInfo *getObjByActorIdAndSubtype_unkNamespace(ProfileName, u8);
extern "C" ObjInfo *getObjByActorName_unkNamespace(char *name);
extern "C" char *getObjectName_8006a730(ObjInfo *);
extern "C" SoundSource *soundForActorInitRelated_803889c0(s8, fBase_c *, char *, u8);
extern "C" short targetAngleY(mVec3_c *, mVec3_c *);
extern "C" short targetAngleX(mVec3_c *, mVec3_c *);
extern "C" s16 targetAngleY(mVec3_c *, mVec3_c *);
extern "C" s16 targetAngleX(mVec3_c *, mVec3_c *);
extern "C" bool checkCollision(mVec3_c *pos);
extern "C" s8 collisionCheckGetRoom();
extern "C" dRoom *getRoomByIndex(RoomManager *mgr, s8 roomid);
extern "C" bool alsoSetAsCurrentEvent(dAcBase_c*, Event*, void *);
extern "C" bool alsoSetAsCurrentEvent(dAcBase_c *, Event *, void *);
bool dAcBase_c::createHeap() {
return true;
@@ -40,8 +39,7 @@ bool dAcBase_c::createHeap() {
// Doesnt Match Yet
dAcBase_c::dAcBase_c()
: heap_allocator(), obj_info(s_Create_ObjInfo), sound_info_tail(&heap_allocator.mHeap),
sound_info_next(&heap_allocator.mHeap), count(0), sound_source(nullptr), obj_pos(&position),
: heap_allocator(), obj_info(s_Create_ObjInfo), sound_source(nullptr), sound_list(), obj_pos(&position),
params2(s_Create_Params2), obj_id(s_Create_UnkFlags), viewclip_index(s_Create_ViewClipIdx), actor_node(nullptr),
roomid(s_Create_RoomId), actor_subtype(s_Create_Subtype) {
JStudio_actor = 0;
@@ -241,11 +239,12 @@ u32 dAcBase_c::itemDroppingAndGivingRelated(mVec3_c *spawnPos, int subtype) {
spawnPos = &position;
}
u32 param2Copy = params2;
u32 param2Copy = params2;
params2 = param2Copy | 0xFF000000;
// mAng3_c rot = {};
s16 rot = 0;
return SpecialItemDropMgr::giveSpecialDropItem(SpecialItemDropMgr::sInstance, param2Copy >> 0x18, roomid, spawnPos, subtype, &rot, -1);
return SpecialItemDropMgr::giveSpecialDropItem(SpecialItemDropMgr::sInstance, param2Copy >> 0x18, roomid, spawnPos,
subtype, &rot, -1);
}
// 8002cf90
@@ -301,21 +300,24 @@ dAcBase_c *dAcBase_c::findActor(char *objName, dAcBase_c *parent) {
// searches for actor based on groupType
// 8002d0a0
dAcBase_c *dAcBase_c::searchActor(dAcBase_c *parent) {
dAcBase_c *foundActor = nullptr;
if (parent == nullptr) {
foundActor = (dAcBase_c *)fManager_c::searchBaseByGroupType(ACTOR, nullptr);
} else if (parent->group_type == 2) {
foundActor = (dAcBase_c *)fManager_c::searchBaseByGroupType(ACTOR, parent);
parent = foundActor;
DECOMP_INLINE dAcBase_c *findActor(dAcBase_c *parent) {
if (!parent) {
return (dAcBase_c *)fManager_c::searchBaseByGroupType(2, nullptr);
}
if (parent->group_type == 2) {
return (dAcBase_c *)fManager_c::searchBaseByGroupType(2, parent);
}
return nullptr;
}
if (foundActor == nullptr) {
dAcBase_c *dAcBase_c::searchActor(dAcBase_c *parent) {
dAcBase_c *foundActor = ::findActor(parent);
if (foundActor) {
return foundActor;
} else {
return (dAcBase_c *)fManager_c::searchBaseByGroupType(STAGE, parent);
}
return foundActor;
}
// 8002d130
@@ -329,12 +331,10 @@ void dAcBase_c::forEveryActor(void *func(dAcBase_c *, dAcBase_c *), dAcBase_c *p
}
// 8002d190
void dAcBase_c::getXZAngleToPlayer(s16 *angle) {
*angle = targetAngleY(&this->position, &dPlayer::LINK->position);
mAng dAcBase_c::getXZAngleToPlayer(s16 *angle) {
return targetAngleY(&this->position, &dPlayer::LINK->position);
}
// The "distSquared > dist" bit is misbehaving.
// Trying different operators doesn't work so I'm leaving it as the most simple wrong choice.
// 8002d1d0
bool dAcBase_c::getDistanceToActor(dAcBase_c *actor, f32 distThresh, f32 *outDist) {
f32 distSquared = 3.402823e+38;
@@ -343,26 +343,23 @@ bool dAcBase_c::getDistanceToActor(dAcBase_c *actor, f32 distThresh, f32 *outDis
if (actor != nullptr) {
distSquared = PSVECSquareDistance(position, actor->position);
if (distSquared <= distThresh*distThresh) {
if (distSquared <= distThresh * distThresh) {
isWithinThreshhold = true;
}
}
if (outDist != nullptr) {
f32 dist = 0.0;
// TODO: make this not sad :(
if (distSquared <= dist) {
dist = nw4r::math::FrSqrt(distSquared) * distSquared;
}
*outDist = dist;
*outDist = distSquared <= 0.0f ? 0.0f : nw4r::math::FrSqrt(distSquared) * distSquared;
}
return isWithinThreshhold;
}
// Similar weirdness as the above function. Also, r29->31 are initted in the wrong order?
// 8002d290
bool dAcBase_c::getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY, s16 *outDiffAngleX) {
f32 distSquared = 3.402823e+38;
bool dAcBase_c::getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist,
s16 *outDiffAngleY, s16 *outDiffAngleX) {
f32 distSquared = 3.402823e+38f;
s16 angleToActorY = 0;
s16 angleToActorX = 0;
bool isWithinRange = false;
@@ -372,21 +369,14 @@ bool dAcBase_c::getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16
angleToActorY = targetAngleY(&position, &actor->position);
angleToActorX = targetAngleX(&position, &actor->position);
if ((distSquared <= distThresh*distThresh)
&& (labs(rotation.y - angleToActorY) <= yAngle)
&& (labs(rotation.x - angleToActorX) <= xAngle)
) {
if ((distSquared <= distThresh * distThresh) && (labs(rotation.y - angleToActorY) <= yAngle) &&
(labs(rotation.x - angleToActorX) <= xAngle)) {
isWithinRange = true;
}
}
if (outDist != nullptr) {
f32 dist = 0.0;
if (distSquared <= dist) {
dist = nw4r::math::FrSqrt(distSquared);
dist *= distSquared;
}
*outDist = dist;
*outDist = distSquared <= 0.0f ? 0.0f : nw4r::math::FrSqrt(distSquared) * distSquared;
}
if (outDiffAngleY != nullptr) {
@@ -400,16 +390,16 @@ bool dAcBase_c::getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16
return isWithinRange;
}
// Very notmatching
// 8002d3e0
bool dAcBase_c::isWithinPlayerRadius(f32 radius) {
f32 zDist = position.z - dPlayer::LINK->position.z;
f32 xDist = position.x - dPlayer::LINK->position.x;
return (xDist*xDist + zDist*zDist) < radius*radius;
mVec3_c dist_diff = position - dPlayer::LINK->position;
return dist_diff.x * dist_diff.x + dist_diff.z * dist_diff.z < radius * radius;
}
// 8002d440
bool dAcBase_c::getDistanceAndAngleToPlayer(f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY, s16 *outDiffAngleX) {
bool dAcBase_c::getDistanceAndAngleToPlayer(f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY,
s16 *outDiffAngleX) {
return getDistanceAndAngleToActor(dPlayer::LINK, distThresh, yAngle, xAngle, outDist, outDiffAngleY, outDiffAngleX);
}
@@ -427,10 +417,7 @@ f32 dAcBase_c::getSquareDistToPlayer() {
// 8002d4b0
void dAcBase_c::updateRoomId(f32 yOffset) {
if (getConnectParent()->profile_name != 701 /* fProfile::PROFILE_NAME_e::ROOM */) {
mVec3_c actorPos;
actorPos.x = position.x;
actorPos.y = position.y + yOffset;
actorPos.z = position.z;
mVec3_c actorPos(position.x, position.y + yOffset, position.z);
if (checkCollision(&actorPos)) {
roomid = collisionCheckGetRoom();
@@ -442,8 +429,8 @@ void dAcBase_c::updateRoomId(f32 yOffset) {
// 8002d540
bool dAcBase_c::isRoomFlags_0x6_Set() {
dRoom *room = getRoomByIndex(RoomManager::m_Instance, roomid);
return (room->flags & 6) != 0;
dRoom *room = RoomManager::m_Instance->GetRoomByIndex(roomid);
return (room->flags & 6);
}
// Start of SoundSource stuff
@@ -496,7 +483,8 @@ void dAcBase_c::changeLoadedEntitiesNoSet() {
// spawns GroupType2 (ACTOR)
// 8002d980
dAcBase_c *dAcBase_c::createActor(ProfileName actorId, u32 actorParams1, mVec3_c *actorPosition, mAng3_c *actorRotation, mVec3_c *actorScale, u32 actorParams2, s32 actorRoomid, dBase_c *actorRef) {
dAcBase_c *dAcBase_c::createActor(ProfileName actorId, u32 actorParams1, mVec3_c *actorPosition, mAng3_c *actorRotation,
mVec3_c *actorScale, u32 actorParams2, s32 actorRoomid, dBase_c *actorRef) {
if (actorPosition == nullptr) {
actorPosition = &position;
}
@@ -518,14 +506,16 @@ dAcBase_c *dAcBase_c::createActor(ProfileName actorId, u32 actorParams1, mVec3_c
newParams2 = getParams2_ignoreLower();
}
setTempCreateParams(actorPosition, actorRotation, actorScale, actorRoomid, newParams2, (dAcBase_c *)actorRef, 0, -1, 0xFF, nullptr);
setTempCreateParams(actorPosition, actorRotation, actorScale, actorRoomid, newParams2, (dAcBase_c *)actorRef, 0, -1,
0xFF, nullptr);
dBase_c *room = RoomManager::getRoom(roomid);
return (dAcBase_c *)dBase_c::createBase(actorId, room, actorParams1, ACTOR);
}
// spawns GroupType2 (STAGE)
// 8002da80
dAcBase_c *dAcBase_c::createActorStage(ProfileName actorId, u32 actorParams1, mVec3_c *actorPosition, mAng3_c *actorRotation, mVec3_c *actorScale, u32 actorParams2, s32 actorRoomid, dBase_c *actorRef) {
dAcBase_c *dAcBase_c::createActorStage(ProfileName actorId, u32 actorParams1, mVec3_c *actorPosition,
mAng3_c *actorRotation, mVec3_c *actorScale, u32 actorParams2, s32 actorRoomid, dBase_c *actorRef) {
if (actorPosition == nullptr) {
actorPosition = &position;
}
@@ -547,7 +537,8 @@ dAcBase_c *dAcBase_c::createActorStage(ProfileName actorId, u32 actorParams1, mV
newParams2 = getParams2_ignoreLower();
}
setTempCreateParams(actorPosition, actorRotation, actorScale, actorRoomid, newParams2, (dAcBase_c *)actorRef, 0, -1, 0xFF, nullptr);
setTempCreateParams(actorPosition, actorRotation, actorScale, actorRoomid, newParams2, (dAcBase_c *)actorRef, 0, -1,
0xFF, nullptr);
dBase_c *room = RoomManager::getRoom(roomid);
return (dAcBase_c *)dBase_c::createBase(actorId, room, actorParams1, STAGE);
}
@@ -569,9 +560,7 @@ void dAcBase_c::doInteraction(s32 param) {
// Only called by dPlayer::dig and that function fails to decomp in ghidra?
// 8002dc20
void dAcBase_c::FUN_8002dc20(s16 *, s16 *) {
}
void dAcBase_c::FUN_8002dc20(s16 *, s16 *) {}
// This whole function gets compiled to just a `blr`
// Not sure how to make this work as expected
@@ -620,9 +609,7 @@ void dAcBase_c::FUN_8002dd90() {
// Some collision related thing
// 8002ddd0
void dAcBase_c::FUN_8002ddd0() {
}
void dAcBase_c::FUN_8002ddd0() {}
// 8002de30
void dAcBase_c::FUN_8002de30() {