Merge pull request #604 from Elmyr-de-Hory/sub_08068318

This commit is contained in:
notyourav
2023-04-24 22:48:42 -07:00
committed by GitHub
2 changed files with 125 additions and 303 deletions
+125 -16
View File
@@ -3,16 +3,36 @@
#include "functions.h"
#include "common.h"
typedef struct {
u16 x;
u16 y;
u16 z;
u8 framestate;
u8 animationState : 6;
u8 collisionLayer : 2;
extern s32 sub_080041E8(s32 x1, s32 y1, s32 x2, s32 y2);
typedef union {
struct {
u16 x;
u16 y;
u16 z;
u8 framestate;
u8 animationState : 6;
u8 collisionLayer : 2;
} FIELDS;
u64 DWORD;
} ZeldaFollowerItem;
typedef ZeldaFollowerItem ZeldaFollowerHeap[20];
#define ZELDA_FOLLOWER_HEAP_LEN 20
#define ZELDA_FOLLOWER_HEAP ((ZeldaFollowerItem *)this->myHeap)
#define ZELDA_FOLLOWER_HEAP_END ((ZeldaFollowerItem *)this->myHeap + (ZELDA_FOLLOWER_HEAP_LEN - 1))
#define ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr) \
do { \
int i; \
heapPtr = ((ZeldaFollowerItem*)this->myHeap); \
heapPtr += (ZELDA_FOLLOWER_HEAP_LEN - 2); \
for ( i = 0; i < (ZELDA_FOLLOWER_HEAP_LEN - 1); i++) { \
heapPtr[1] = heapPtr[0]; \
heapPtr--; \
} \
} while (0)
void sub_08068318(Entity*);
void sub_0806854C(Entity*, u32*);
@@ -36,10 +56,99 @@ void ZeldaFollower(Entity* this) {
}
}
ASM_FUNC("asm/non_matching/zeldaFollower/sub_08068318.inc", void sub_08068318(Entity* this))
void sub_08068318(Entity* this) {
s32 dist;
s16 z;
u32 animIndex;
u32 animIndexTmp;
ZeldaFollowerItem* heapPtr;
ZeldaFollowerItem item;
item.FIELDS.x = gPlayerEntity.x.HALF_U.HI;
item.FIELDS.y = gPlayerEntity.y.HALF_U.HI;
item.FIELDS.z = gPlayerEntity.z.HALF_U.HI;
item.FIELDS.framestate = gPlayerState.framestate;
item.FIELDS.animationState = gPlayerEntity.animationState;
item.FIELDS.collisionLayer = gPlayerEntity.collisionLayer;
heapPtr = this->myHeap;
if ( (heapPtr->FIELDS.framestate == 0xa && item.FIELDS.framestate != 0xa) ||
(heapPtr->FIELDS.framestate == 0x16 && item.FIELDS.framestate != 0x16)) {
this->x.HALF.HI = gPlayerEntity.x.HALF.HI;
this->y.HALF.HI = gPlayerEntity.y.HALF.HI;
this->spriteSettings.draw = 1;
sub_08068578(this);
}
animIndex = 0;
if (item.DWORD != heapPtr->DWORD || item.FIELDS.framestate == 0x16 || item.FIELDS.framestate == 0xa ) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
heapPtr = ZELDA_FOLLOWER_HEAP;
heapPtr[0] = item;
animIndex = 0x4;
if ((s8)this->field_0x68.HALF.HI > 0) {
this->field_0x68.HALF.HI = this->field_0x68.HALF.HI - 1;
}
} else {
heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
z = heapPtr->FIELDS.z;
if (z < 0) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
animIndex = 0x4;
} else {
dist = sub_080041E8(
gPlayerEntity.x.HALF.HI,
gPlayerEntity.y.HALF.HI,
(u16) heapPtr->FIELDS.x,
(u16) heapPtr->FIELDS.y
);
dist = ((u32)dist) >> 0x4;
if (dist > 0x18) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
animIndex = 0x4;
}
}
}
heapPtr = ZELDA_FOLLOWER_HEAP;
heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
this->x.HALF.HI = heapPtr->FIELDS.x;
this->y.HALF.HI = heapPtr->FIELDS.y;
this->z.HALF.HI = heapPtr->FIELDS.z;
this->animationState = heapPtr->FIELDS.animationState;
this->collisionLayer = heapPtr->FIELDS.collisionLayer;
if (heapPtr->FIELDS.framestate == 0x16 || heapPtr->FIELDS.framestate == 0xa) {
this->spriteSettings.draw = 0;
}
if (((s8)this->field_0x68.HALF.HI) > 0) {
this->field_0x68.HALF.HI = this->field_0x68.HALF.HI - 1;
}
animIndexTmp = animIndex;
animIndex += this->animationState >> 1;
if (!(animIndex == this->animIndex || (animIndexTmp == 0 && ((s8)this->field_0x68.HALF.HI) > 0))) {
InitAnimationForceUpdate(this, animIndex);
this->field_0x68.HALF.HI = 0x1e;
} else {
UpdateAnimationSingleFrame(this);
}
sub_0800451C(this);
if (this->z.HALF.HI < 0) {
sub_0806F854(this, 0x0, -0xc);
}
}
void sub_0806854C(Entity* this, u32* none) {
this->myHeap = zMalloc(sizeof(ZeldaFollowerHeap));
this->myHeap = zMalloc(sizeof(ZeldaFollowerItem[ZELDA_FOLLOWER_HEAP_LEN]));
if (this->myHeap != NULL) {
this->field_0x68.HALF.LO = 1;
sub_080788E0(this);
@@ -157,12 +266,12 @@ void sub_08068578(Entity* this) {
// Down here the u32 are suddendly accessed correctly as u16 and bitfields?
// How are the results of above u32 calculations used?
for (index = 0x13; index >= 0; index--) {
item->x = r5 - (x >> 8);
item->y = (r5 >> 0x10) - (y >> 8);
item->z = r6;
item->framestate = r6 >> 0x10;
item->animationState = this->animationState & 0x3f;
item->collisionLayer = this->collisionLayer;
item->FIELDS.x = r5 - (x >> 8);
item->FIELDS.y = (r5 >> 0x10) - (y >> 8);
item->FIELDS.z = r6;
item->FIELDS.framestate = r6 >> 0x10;
item->FIELDS.animationState = this->animationState & 0x3f;
item->FIELDS.collisionLayer = this->collisionLayer;
item++;
y = y + r8;
x = x + r10;