diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2023-08-17 12:19:13 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-17 09:19:13 -0700 |
| commit | c65a8dbc3903af19fe0253ab8774accbc06b0cb7 (patch) | |
| tree | 8c136e0ecea87503261cdd22fc5b81cf31044f50 /src/code | |
| parent | 1bebc761b638ad061778667e4bab4ec92fe81aa7 (diff) | |
Game renaming (#63)
* rename GameState to Game
* Rename the structs
* fix table
* whoops
* rename play parameter
* format
* undo what i messed in z64compress
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/c_keyframe.c | 29 | ||||
| -rw-r--r-- | src/code/game.c | 36 | ||||
| -rw-r--r-- | src/code/m_actor.c | 284 | ||||
| -rw-r--r-- | src/code/m_controller.c | 6 | ||||
| -rw-r--r-- | src/code/m_game_dlftbls.c | 4 | ||||
| -rw-r--r-- | src/code/sys_matrix.c | 2 |
6 files changed, 182 insertions, 179 deletions
diff --git a/src/code/c_keyframe.c b/src/code/c_keyframe.c index 352eac5..385de5e 100644 --- a/src/code/c_keyframe.c +++ b/src/code/c_keyframe.c @@ -529,7 +529,7 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) { return cKF_FrameControl_play(&skeletonInfo->frameControl); } else if (skeletonInfo->morphCounter > 0.0f) { - // A positive morphCounter will wait to play the animation until the morph has finished. + // A positive morphCounter will wait to game_play the animation until the morph has finished. cKF_SkeletonInfo_R_morphJoint(skeletonInfo); skeletonInfo->morphCounter -= 1.0f; @@ -539,7 +539,7 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) { return 0; } else { - // A negative morphCounter will play the animation and morph at the same time. + // A negative morphCounter will game_play the animation and morph at the same time. cKF_SkeletonInfo_R_morphJoint(skeletonInfo); skeletonInfo->morphCounter += 1.0f; @@ -563,8 +563,8 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) { * * @param jointIndex The index of the jointElem to draw. */ -void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32* jointIndex, DrawCallback beforeCallback, - DrawCallback afterCallback, void* arg, Mtx** mtx) { +void cKF_Si3_draw_SV_R_child(Game_Play* game_play, SkeletonInfoR* skeletonInfo, s32* jointIndex, + DrawCallback beforeCallback, DrawCallback afterCallback, void* arg, Mtx** mtx) { JointElemR* jointElem = *jointIndex + (JointElemR*)Lib_SegmentedToVirtual(skeletonInfo->skeleton->jointElemTable); s32 i; Gfx* newDlist; @@ -616,14 +616,14 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32* } } - OPEN_DISPS(play->state.gfxCtx); + OPEN_DISPS(game_play->state.gfxCtx); Matrix_push(); newDlist = shape = jointElem->shape; displayBufferFlag = jointElem->displayBufferFlag; if ((beforeCallback == NULL) || - (beforeCallback != NULL && beforeCallback(play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg, - &rotation, &translation) != NULL)) { + (beforeCallback != NULL && beforeCallback(game_play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, + arg, &rotation, &translation) != NULL)) { Matrix_softcv3_mult(&translation, &rotation); if (newDlist != NULL) { @@ -647,17 +647,18 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32* } if (afterCallback != NULL) { - afterCallback(play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg, &rotation, &translation); + afterCallback(game_play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg, &rotation, + &translation); } (*jointIndex)++; for (i = 0; i < jointElem->numberOfChildren; i++) { - cKF_Si3_draw_SV_R_child(play, skeletonInfo, jointIndex, beforeCallback, afterCallback, arg, mtx); + cKF_Si3_draw_SV_R_child(game_play, skeletonInfo, jointIndex, beforeCallback, afterCallback, arg, mtx); } Matrix_pull(); - CLOSE_DISPS(play->state.gfxCtx); + CLOSE_DISPS(game_play->state.gfxCtx); } /** @@ -665,17 +666,17 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32* * * This function calls cKF_Si3_draw_SV_R_child() to recursively draw each joint. */ -void cKF_Si3_draw_R_SV(PlayState* play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback, +void cKF_Si3_draw_R_SV(Game_Play* game_play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback, DrawCallback afterCallback, void* arg) { s32 jointIndex; if (mtx != NULL) { - OPEN_DISPS(play->state.gfxCtx); + OPEN_DISPS(game_play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0D, mtx); gSPSegment(POLY_XLU_DISP++, 0x0D, mtx); jointIndex = 0; - cKF_Si3_draw_SV_R_child(play, skeletonInfo, &jointIndex, beforeCallback, afterCallback, arg, &mtx); - CLOSE_DISPS(play->state.gfxCtx); + cKF_Si3_draw_SV_R_child(game_play, skeletonInfo, &jointIndex, beforeCallback, afterCallback, arg, &mtx); + CLOSE_DISPS(game_play->state.gfxCtx); } } diff --git a/src/code/game.c b/src/code/game.c index 03677a8..a9a37ed 100644 --- a/src/code/game.c +++ b/src/code/game.c @@ -17,17 +17,17 @@ #include "overlays/gamestates/ovl_famicom_emu/famicom_emu.h" #include "macros.h" -GameState* gamePT = NULL; +Game* gamePT = NULL; struct_80145020_jp B_80145020_jp; s16 B_80145040_jp; -GameState* game_class_p; +Game* game_class_p; u8 game_GameFrame; f32 game_GameFrameF; f32 game_GameFrame_2F; f32 game_GameFrame__1F; -void func_800D2E00_jp(GameState* gameState) { +void func_800D2E00_jp(Game* gameState) { if (zurumode_flag >= 2) { Debug_mode_input(CONTROLLER2(gameState)); } @@ -82,7 +82,7 @@ void func_800D2E58_jp(u16 button, Gfx** gfxP) { *gfxP = gfx; } -void game_debug_draw_last(GameState* gameState, GraphicsContext* gfxCtx) { +void game_debug_draw_last(Game* gameState, GraphicsContext* gfxCtx) { Gfx* gfx; Gfx* gfxHead; @@ -172,7 +172,7 @@ void game_draw_last(GraphicsContext* gfxCtx) { CLOSE_DISPS(gfxCtx); } -void game_get_controller(GameState* gameState) { +void game_get_controller(Game* gameState) { if (gameState->unk_74 == 1) { padmgr_RequestPadData(gameState->input, 1); } else { @@ -190,7 +190,7 @@ void SetGameFrame(s32 divisor) { } } -void game_main(GameState* gameState) { +void game_main(Game* gameState) { GraphicsContext* gfxCtx = gameState->gfxCtx; u8 gameframe = game_GameFrame; @@ -213,7 +213,7 @@ void game_main(GameState* gameState) { gameState->unk_A0++; } -void game_init_hyral(GameState* gameState, size_t size) { +void game_init_hyral(Game* gameState, size_t size) { void* buf = gamealloc_malloc(&gameState->alloc, size); if (buf != NULL) { @@ -225,7 +225,7 @@ void game_init_hyral(GameState* gameState, size_t size) { _dbg_hungup("../game.c", 462); } -void game_resize_hyral(GameState* gameState, size_t size) { +void game_resize_hyral(Game* gameState, size_t size) { GameAlloc* alloc = &gameState->alloc; void* gameArena; size_t maxFree; @@ -254,7 +254,7 @@ void game_resize_hyral(GameState* gameState, size_t size) { _dbg_hungup("../game.c", 508); } -void game_ct(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx) { +void game_ct(Game* gameState, GameStateFunc init, GraphicsContext* gfxCtx) { gamePT = gameState; gfxCtx->unk_2F2 = 1; @@ -291,7 +291,7 @@ void game_ct(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx) func_800D3E14_jp(gameState->gfxCtx); } -void game_dt(GameState* gameState) { +void game_dt(Game* gameState) { mCon_dt(gameState); func_800D3E40_jp(gameState->gfxCtx); mBGM_cleanup(); @@ -306,28 +306,28 @@ void game_dt(GameState* gameState) { gamePT = NULL; } -GameStateFunc game_get_next_game_init(GameState* gameState) { +GameStateFunc game_get_next_game_init(Game* gameState) { return gameState->init; } -size_t game_get_next_game_class_size(GameState* gameState) { +size_t game_get_next_game_class_size(Game* gameState) { return gameState->size; } -s32 game_is_doing(GameState* gameState) { +s32 game_is_doing(Game* gameState) { return gameState->running; } -s32 game_getFreeBytes(GameState* gameState) { +s32 game_getFreeBytes(Game* gameState) { return THA_getFreeBytes(&gameState->heap); } -void game_goto_next_game_play(GameState* gameState) { +void game_goto_next_game_play(Game* gameState) { STOP_GAMESTATE(gameState); - SET_NEXT_GAMESTATE(gameState, play_init, sizeof(PlayState)); + SET_NEXT_GAMESTATE(gameState, play_init, sizeof(Game_Play)); } -void game_goto_next_game_name_famicom_emu(GameState* gameState) { +void game_goto_next_game_name_famicom_emu(Game* gameState) { STOP_GAMESTATE(gameState); - SET_NEXT_GAMESTATE(gameState, famicom_emu_init, sizeof(FamicomEmuState)); + SET_NEXT_GAMESTATE(gameState, famicom_emu_init, sizeof(Game_FamicomEmu)); } diff --git a/src/code/m_actor.c b/src/code/m_actor.c index ccc31fd..21fc868 100644 --- a/src/code/m_actor.c +++ b/src/code/m_actor.c @@ -40,8 +40,8 @@ void func_80056380_jp(void* arg0, void* arg1 UNUSED) { FaultDrawer_Printf("ACTOR NAME %08x:%s", actor, name); } -void projection_pos_set(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) { - Skin_Matrix_PrjMulVector(&play->viewProjectionMtxF, worldPos, projectedPos, invW); +void projection_pos_set(Game_Play* game_play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) { + Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, worldPos, projectedPos, invW); *invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW); } @@ -56,7 +56,7 @@ void Actor_world_to_eye(Actor* actor, f32 arg1) { } void Actor_position_move(Actor* actor) { - Kankyo* kankyo = &((PlayState*)gamePT)->kankyo; + Kankyo* kankyo = &((Game_Play*)gamePT)->kankyo; f32 speedRate; speedRate = game_GameFrame_2F; @@ -80,34 +80,34 @@ void Actor_position_moveF(Actor* actor) { Actor_position_move(actor); } -s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, PlayState* play) { - s16 yawDiff = BINANG_ROT180(actor->yawTowardsPlayer) - get_player_actor_withoutCheck(play)->actor.shape.rot.y; +s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, Game_Play* game_play) { + s16 yawDiff = BINANG_ROT180(actor->yawTowardsPlayer) - get_player_actor_withoutCheck(game_play)->actor.shape.rot.y; return ABS(yawDiff) < maxAngleDiff; } -void Actor_display_position_set(PlayState* play, Actor* actor, s16* x, s16* y) { +void Actor_display_position_set(Game_Play* game_play, Actor* actor, s16* x, s16* y) { Vec3f projectedPos; f32 invW; - projection_pos_set(play, &actor->world.pos, &projectedPos, &invW); + projection_pos_set(game_play, &actor->world.pos, &projectedPos, &invW); // Explicit cast to avoid implicit cast from f32 to s16 *x = (s32)PROJECTED_TO_SCREEN_X(projectedPos, invW); *y = (s32)PROJECTED_TO_SCREEN_Y(projectedPos, invW); } -s32 Actor_data_bank_dma_end_check(Actor* actor, PlayState* play) { +s32 Actor_data_bank_dma_end_check(Actor* actor, Game_Play* game_play) { s32 var_v1; switch (ACTOR_FGNAME_GET_F000(actor->fgName)) { case FGNAME_F000_D: case FGNAME_F000_E: - var_v1 = common_data.unk_1004C->unk_F4(play->unk_0110, actor); + var_v1 = common_data.unk_1004C->unk_F4(game_play->unk_0110, actor); break; default: - var_v1 = play->unk_0110[actor->unk_026].unk_00 > 0; + var_v1 = game_play->unk_0110[actor->unk_026].unk_00 > 0; break; } @@ -145,14 +145,14 @@ void Actor_delete(Actor* actor) { } } -void Actor_ct(Actor* actor, PlayState* play) { +void Actor_ct(Actor* actor, Game_Play* game_play) { s32 pad[2] UNUSED; - PlayState_unk_0110* temp; + Game_Play_unk_0110* temp; Npc* npc; CommonData_unk_1004C_unk_14_arg0 sp34; - PlayState_unk_0110* temp_a0; + Game_Play_unk_0110* temp_a0; - temp_a0 = play->unk_0110; + temp_a0 = game_play->unk_0110; temp = temp_a0; temp += actor->unk_026; @@ -192,25 +192,25 @@ void Actor_ct(Actor* actor, PlayState* play) { CollisionCheck_Status_ct(&actor->colStatus); Shape_Info_init(actor, 0.0f, NULL, 0.0f, 0.0f); - if (Actor_data_bank_dma_end_check(actor, play) == 1) { + if (Actor_data_bank_dma_end_check(actor, game_play) == 1) { gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(temp_a0[actor->unk_026].segment); - actor->ct(actor, play); + actor->ct(actor, game_play); actor->ct = NULL; } } #ifdef NON_MATCHING -void Actor_dt(Actor* actor, PlayState* play) { - PlayState_unk_0110* temp_v0_6; +void Actor_dt(Actor* actor, Game_Play* game_play) { + Game_Play_unk_0110* temp_v0_6; s32 new_var; if (actor->save != NULL) { - actor->save(actor, play); + actor->save(actor, game_play); actor->save = NULL; } if (actor->dt != NULL) { - actor->dt(actor, play); + actor->dt(actor, game_play); actor->dt = NULL; } @@ -222,7 +222,7 @@ void Actor_dt(Actor* actor, PlayState* play) { actor->parent->child = NULL; } - temp_v0_6 = play->unk_0110; + temp_v0_6 = game_play->unk_0110; if (0) {} switch ((actor->fgName & 0xF000) >> 0xC) { @@ -232,7 +232,7 @@ void Actor_dt(Actor* actor, PlayState* play) { break; default: - new_var = play->unk_190C; + new_var = game_play->unk_190C; if (actor->unk_026 >= new_var) { temp_v0_6 = &temp_v0_6[(void)0, actor->unk_026]; @@ -245,11 +245,11 @@ void Actor_dt(Actor* actor, PlayState* play) { } } #else -void Actor_dt(Actor* actor, struct PlayState* play); +void Actor_dt(Actor* actor, struct Game_Play* game_play); #pragma GLOBAL_ASM("asm/jp/nonmatchings/code/m_actor/Actor_dt.s") #endif -void Actor_draw(PlayState* play, Actor* actor) { +void Actor_draw(Game_Play* game_play, Actor* actor) { FaultClient faultClient; Lights* light; @@ -261,18 +261,19 @@ void Actor_draw(PlayState* play, Actor* actor) { if (1) {} if (1) {} - OPEN_DISPS(play->state.gfxCtx); + OPEN_DISPS(game_play->state.gfxCtx); - light = Global_light_read(&play->lightCtx, play->state.gfxCtx); - LightsN_list_check(light, play->lightCtx.listHead, (actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos); - LightsN_disp(light, play->state.gfxCtx); + light = Global_light_read(&game_play->lightCtx, game_play->state.gfxCtx); + LightsN_list_check(light, game_play->lightCtx.listHead, + (actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos); + LightsN_disp(light, game_play->state.gfxCtx); Matrix_softcv3_load(actor->world.pos.x, actor->world.pos.y + actor->shape.unk_08 * actor->scale.y, actor->world.pos.z, &actor->shape.rot); Matrix_scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY); { - void* segment = play->unk_0110[(void)0, actor->unk_026].segment; + void* segment = game_play->unk_0110[(void)0, actor->unk_026].segment; gSegments[6] = (uintptr_t)OS_PHYSICAL_TO_K0(segment); @@ -281,13 +282,13 @@ void Actor_draw(PlayState* play, Actor* actor) { gSPSegment(UNK_2C0_DISP++, 0x06, segment); } - actor->draw(actor, play); + actor->draw(actor, game_play); if (actor->shape.unk_0C != NULL) { - actor->shape.unk_0C(actor, light, play); + actor->shape.unk_0C(actor, light, game_play); } - CLOSE_DISPS(play->state.gfxCtx); + CLOSE_DISPS(game_play->state.gfxCtx); Fault_RemoveClient(&faultClient); } @@ -328,7 +329,7 @@ void Actor_cull_check(Actor* actor) { } } -void Actor_delete_check(Actor* actor, PlayState* play) { +void Actor_delete_check(Actor* actor, Game_Play* game_play) { if ((actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_20 | ACTOR_FLAG_10)) || (actor->fgName == 0)) { return; } @@ -337,15 +338,15 @@ void Actor_delete_check(Actor* actor, PlayState* play) { return; } - if ((actor->unk_008 == play->unk_00E4) && (actor->unk_009 == play->unk_00E5)) { + if ((actor->unk_008 == game_play->unk_00E4) && (actor->unk_009 == game_play->unk_00E5)) { return; } Actor_delete(actor); } -void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntry) { - PlayState* play = play2; +void Actor_info_ct(Game_Play* play2, ActorInfo* actorInfo, ActorEntry* actorEntry) { + Game_Play* game_play = play2; Actor* temp_v0; ActorOverlay* var_v0; ActorEntry* var_s0_2; @@ -355,8 +356,8 @@ void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntr bzero(actorInfo, sizeof(ActorInfo)); actor_dlftbls_init(); - Matrix_copy_MtxF(&play->billboardMtxF, &MtxF_clear); - Matrix_copy_MtxF(&play->viewProjectionMtxF, &MtxF_clear); + Matrix_copy_MtxF(&game_play->billboardMtxF, &MtxF_clear); + Matrix_copy_MtxF(&game_play->viewProjectionMtxF, &MtxF_clear); var_v0 = actor_dlftbls; for (var_s1 = 0; var_s1 < 0xC9; var_s1++) { @@ -370,59 +371,59 @@ void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntr } if (common_data.unk_107B6 != 0xC9) { - Actor_info_make_actor(actorInfo, play, common_data.unk_107B6, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1, - -1); + Actor_info_make_actor(actorInfo, game_play, common_data.unk_107B6, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, + -1, -1); } common_data.unk_107B6 = 0xC9; label: - temp_v0 = Actor_info_make_actor(actorInfo, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, + temp_v0 = Actor_info_make_actor(actorInfo, game_play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z, actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, -1, -1, -1, 0, actorEntry->params, -1, -1); if (temp_v0 != NULL) { temp_v0->world.pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(temp_v0->world.pos, 0.0f); - mFI_SetBearActor(play, temp_v0->world.pos, 0); + mFI_SetBearActor(game_play, temp_v0->world.pos, 0); } if (common_data.unk_1014E != 0) { - Actor_info_make_actor(actorInfo, play, common_data.unk_1014E, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1, - -1); + Actor_info_make_actor(actorInfo, game_play, common_data.unk_1014E, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, + -1, -1); } - if (play->unk_1EA6 != 0) { - var_s0 = play->unk_1EB0; + if (game_play->unk_1EA6 != 0) { + var_s0 = game_play->unk_1EB0; - for (var_s1 = 0; var_s1 < play->unk_1EA6; var_s1++) { - Actor_info_make_actor(&play->actorInfo, play, *var_s0, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1, - -1); + for (var_s1 = 0; var_s1 < game_play->unk_1EA6; var_s1++) { + Actor_info_make_actor(&game_play->actorInfo, game_play, *var_s0, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, + -1, -1, -1); var_s0 += 1; } - play->unk_1EA6 = 0; + game_play->unk_1EA6 = 0; } - mSc_regist_initial_exchange_bank(play); + mSc_regist_initial_exchange_bank(game_play); - if (play->unk_1EA5 != 0) { - var_s0_2 = play->unk_1EAC; - for (var_s1 = 0; var_s1 < play->unk_1EA5; var_s1++) { - Actor_info_make_actor(&play->actorInfo, play, var_s0_2->id, var_s0_2->pos.x, var_s0_2->pos.y, + if (game_play->unk_1EA5 != 0) { + var_s0_2 = game_play->unk_1EAC; + for (var_s1 = 0; var_s1 < game_play->unk_1EA5; var_s1++) { + Actor_info_make_actor(&game_play->actorInfo, game_play, var_s0_2->id, var_s0_2->pos.x, var_s0_2->pos.y, var_s0_2->pos.z, var_s0_2->rot.x, var_s0_2->rot.y, var_s0_2->rot.z, -1, -1, -1, 0, var_s0_2->params, -1, -1); var_s0_2 += 1; } - play->unk_1EA5 = 0; + game_play->unk_1EA5 = 0; } } -void Actor_info_dt(ActorInfo* actorInfo, PlayState* play) { +void Actor_info_dt(ActorInfo* actorInfo, Game_Play* game_play) { s32 i; for (i = 0; i < ARRAY_COUNT(actorInfo->actorLists); i++) { Actor* actor = actorInfo->actorLists[i].head; while (actor != NULL) { - Actor_info_delete(actorInfo, actor, play); + Actor_info_delete(actorInfo, actor, game_play); actor = actorInfo->actorLists[i].head; } } @@ -430,12 +431,12 @@ void Actor_info_dt(ActorInfo* actorInfo, PlayState* play) { actor_dlftbls_cleanup(); } -void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) { +void Actor_info_call_actor(Game_Play* game_play, ActorInfo* actorInfo) { s32 pad[1] UNUSED; ActorPart part; Player* player; - player = get_player_actor_withoutCheck(play); + player = get_player_actor_withoutCheck(game_play); func_8008E5F4_jp(player->actor.world.pos); for (part = 0; part < ACTOR_PART_MAX; part++) { @@ -443,41 +444,41 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) { Actor* next; for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = next) { - play->state.unk_9C = actor->name; - play->state.unk_9D = 0x97; + game_play->state.unk_9C = actor->name; + game_play->state.unk_9D = 0x97; if (actor->world.pos.y < -25000.0f) { actor->world.pos.y = -25000.0f; } if (actor->ct != NULL) { - if (Actor_data_bank_dma_end_check(actor, play) == 1) { - gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(play->unk_0110[actor->unk_026].segment); + if (Actor_data_bank_dma_end_check(actor, game_play) == 1) { + gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110[actor->unk_026].segment); - play->state.unk_9D = 0x98; - actor->ct(actor, play); - play->state.unk_9D = 0x99; + game_play->state.unk_9D = 0x98; + actor->ct(actor, game_play); + game_play->state.unk_9D = 0x99; actor->ct = NULL; } next = actor->next; - } else if (Actor_data_bank_dma_end_check(actor, play) == 0) { - play->state.unk_9D = 0x9A; + } else if (Actor_data_bank_dma_end_check(actor, game_play) == 0) { + game_play->state.unk_9D = 0x9A; Actor_delete(actor); - play->state.unk_9D = 0x9B; + game_play->state.unk_9D = 0x9B; next = actor->next; } else if (actor->update == NULL) { if (!actor->isDrawn) { - play->state.unk_9D = 0x9C; - next = Actor_info_delete(&play->actorInfo, actor, play); - play->state.unk_9D = 0x9D; + game_play->state.unk_9D = 0x9C; + next = Actor_info_delete(&game_play->actorInfo, actor, game_play); + game_play->state.unk_9D = 0x9D; } else { - play->state.unk_9D = 0x9E; - Actor_dt(actor, play); - play->state.unk_9D = 0x9F; + game_play->state.unk_9D = 0x9E; + Actor_dt(actor, game_play); + game_play->state.unk_9D = 0x9F; next = actor->next; } } else { - play->state.unk_9D = 0xA0; + game_play->state.unk_9D = 0xA0; xyz_t_move(&actor->prevPos, &actor->world.pos); actor->xzDistToPlayer = search_position_distanceXZ(&actor->world.pos, &player->actor.world.pos); @@ -488,10 +489,10 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) { actor->flags &= ~ACTOR_FLAG_1000000; if ((actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_10)) || (actor->part == ACTOR_PART_NPC)) { - gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(play->unk_0110[actor->unk_026].segment); - play->state.unk_9D = 0xA1; - actor->update(actor, play); - play->state.unk_9D = 0xA2; + gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110[actor->unk_026].segment); + game_play->state.unk_9D = 0xA1; + actor->update(actor, game_play); + game_play->state.unk_9D = 0xA2; } CollisionCheck_Status_Clear(&actor->colStatus); @@ -500,11 +501,11 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) { } } - play->state.unk_9D = 0xA3; + game_play->state.unk_9D = 0xA3; } -void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) { - PlayState_unk_2208 temp_s4 = play->unk_2208; +void Actor_info_draw_actor(Game_Play* game_play, ActorInfo* actorInfo) { + Game_Play_unk_2208 temp_s4 = game_play->unk_2208; ActorListEntry* actorEntry = actorInfo->actorLists; ActorPart part = 0; @@ -516,11 +517,11 @@ void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) { for (actor = actorEntry->head; actor != NULL; actor = actor->next) { s32 temp; - Skin_Matrix_PrjMulVector(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos, + Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos, &actor->projectedW); Actor_cull_check(actor); - temp = temp_s4(actor, play); + temp = temp_s4(actor, game_play); actor->isDrawn = false; if (temp != 0) { @@ -533,17 +534,17 @@ void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) { if (actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_20)) { if (!(actor->flags & ACTOR_FLAG_80) && (actor->unk_148 == 0) && (actor->unk_149 == 0)) { - Actor_draw(play, actor); + Actor_draw(game_play, actor); actor->isDrawn = true; } } else { - Actor_delete_check(actor, play); + Actor_delete_check(actor, game_play); } } } if (debug_mode->r[0x380] == 0) { - Light_list_point_draw(play); + Light_list_point_draw(game_play); } } @@ -673,7 +674,8 @@ s32 func_80057940_jp(ActorProfile** profileP, ActorOverlay* overlayEntry, const } // this function may be Actor_data_bank_regist_check_npc -s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* overlayEntry, PlayState* play, u16 fgName) { +s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* overlayEntry, Game_Play* game_play, + u16 fgName) { s32 pad UNUSED; s16 sp92; s16 sp90; @@ -691,8 +693,8 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over sp90 = sp24.unk_02; } - *arg0 = mSc_bank_regist_check(play->unk_0110, sp92); - temp_v0 = mSc_bank_regist_check(play->unk_0110, sp90); + *arg0 = mSc_bank_regist_check(game_play->unk_0110, sp92); + temp_v0 = mSc_bank_regist_check(game_play->unk_0110, sp90); if ((*arg0 < 0) || (temp_v0 < 0)) { if (*arg0 >= 0) { @@ -701,21 +703,21 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over if (temp_v0 >= 0) { sp90 = 0; } - common_data.unk_1004C->unk_EC(play->unk_0110, sp92, sp90); + common_data.unk_1004C->unk_EC(game_play->unk_0110, sp92, sp90); actor_free_check(overlayEntry, fgName); ret = 0; } return ret; } -s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play, u16 fgName) { +s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play, u16 fgName) { s32 pad UNUSED; s32 ret = 1; - *arg0 = mSc_bank_regist_check(play->unk_0110, profile->objectId); + *arg0 = mSc_bank_regist_check(game_play->unk_0110, profile->objectId); if (*arg0 == -1) { - func_800C6144_jp(play->unk_0110, profile->objectId); + func_800C6144_jp(game_play->unk_0110, profile->objectId); actor_free_check(overlayEntry, fgName); ret = 0; } @@ -723,15 +725,15 @@ s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntr return ret; } -s32 Actor_data_bank_regist_check(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play, +s32 Actor_data_bank_regist_check(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play, u16 fgName) { s32 var_v1 = 1; if (*arg0 == -1) { if (profile->part == ACTOR_PART_NPC) { - var_v1 = func_80057A8C_jp(arg0, profile, overlayEntry, play, fgName); + var_v1 = func_80057A8C_jp(arg0, profile, overlayEntry, game_play, fgName); } else { - var_v1 = func_80057B70_jp(arg0, profile, overlayEntry, play, fgName); + var_v1 = func_80057B70_jp(arg0, profile, overlayEntry, game_play, fgName); } } return var_v1; @@ -768,9 +770,9 @@ s32 Actor_malloc_actor_class(Actor** actorP, ActorProfile* profile, ActorOverlay return 1; } -void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play, s32 arg4, - f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, u16 fgName, - s16 params) { +void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play, + s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, + u16 fgName, s16 params) { mem_clear(actor, profile->instanceSize, 0); actor->overlayEntry = overlayEntry; @@ -788,7 +790,7 @@ void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* o actor->params = params; - actor->unk_004 = play->unk_00E0; + actor->unk_004 = game_play->unk_00E0; actor->home.pos.x = x; actor->home.pos.y = y; @@ -806,7 +808,7 @@ void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* o extern const struct_801161E8_jp RO_801161E8_jp; #pragma GLOBAL_ASM("asm/jp/nonmatchings/code/m_actor/RO_801161E8_jp.s") -Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, +Actor* Actor_info_make_actor(ActorInfo* actorInfo, Game_Play* game_play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 arg9, s8 argA, s16 argB, u16 fgName, s16 params, s8 argE, s32 argF) { u16* new_var = &fgName; @@ -822,7 +824,7 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId, if (func_80057940_jp(&profile, temp_s0, &RO_801161E8_jp, size, *new_var) == 0) { return NULL; } - if (Actor_data_bank_regist_check(&argF, profile, temp_s0, play, fgName) == 0) { + if (Actor_data_bank_regist_check(&argF, profile, temp_s0, game_play, fgName) == 0) { return NULL; } if (Actor_malloc_actor_class(&sp68, profile, temp_s0, &RO_801161E8_jp, fgName) == 0) { @@ -830,7 +832,7 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId, } temp_s0->numLoaded++; - Actor_init_actor_class(sp68, profile, temp_s0, play, argF, x, y, z, rotX, rotY, rotZ, arg9, argA, argB, fgName, + Actor_init_actor_class(sp68, profile, temp_s0, game_play, argF, x, y, z, rotX, rotY, rotZ, arg9, argA, argB, fgName, params); Actor_info_part_new(actorInfo, sp68, profile->part); @@ -841,17 +843,17 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId, uintptr_t segmentTemp; segmentTemp = gSegments[6]; - Actor_ct(sp68, play); + Actor_ct(sp68, game_play); gSegments[6] = segmentTemp; } return sp68; } -Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, PlayState* play, s16 actorId, f32 x, f32 y, f32 z, - s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD) { - Actor* temp_v0 = Actor_info_make_actor(actorInfo, play, actorId, x, y, z, rotX, rotY, rotZ, -1, -1, argA, fgName, - params, -1, argD); +Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, Game_Play* game_play, s16 actorId, f32 x, f32 y, + f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD) { + Actor* temp_v0 = Actor_info_make_actor(actorInfo, game_play, actorId, x, y, z, rotX, rotY, rotZ, -1, -1, argA, + fgName, params, -1, argD); if (temp_v0 != NULL) { arg1->child = temp_v0; @@ -861,7 +863,7 @@ Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, PlayState* return temp_v0; } -void restore_fgdata(Actor* actor, PlayState* play UNUSED) { +void restore_fgdata(Actor* actor, Game_Play* game_play UNUSED) { Vec3f sp34; if ((actor->fgName == 0) || (actor->unk_00A != -1)) { @@ -897,16 +899,16 @@ s32 restore_flag[ACTOR_PART_MAX] = { 0, // ACTOR_PART_7 }; -void restore_fgdata_one(Actor* actor, PlayState* play) { +void restore_fgdata_one(Actor* actor, Game_Play* game_play) { if (restore_flag[actor->part] == 1) { - restore_fgdata(actor, play); + restore_fgdata(actor, game_play); } else if (actor->unk_003 == 1) { - restore_fgdata(actor, play); + restore_fgdata(actor, game_play); } } -void restore_fgdata_all(PlayState* play) { - ActorInfo* actorInfo = &play->actorInfo; +void restore_fgdata_all(Game_Play* game_play) { + ActorInfo* actorInfo = &game_play->actorInfo; ActorPart part; for (part = 0; part < ACTOR_PART_MAX; part++) { @@ -914,20 +916,20 @@ void restore_fgdata_all(PlayState* play) { if (restore_flag[part] == 1) { for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) { - restore_fgdata(actor, play); + restore_fgdata(actor, game_play); } } else { for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) { if (actor->unk_003 == 1) { - restore_fgdata(actor, play); + restore_fgdata(actor, game_play); } } } } } -void Actor_info_save_actor(PlayState* play) { - ActorInfo* actorInfo = &play->actorInfo; +void Actor_info_save_actor(Game_Play* game_play) { + ActorInfo* actorInfo = &game_play->actorInfo; ActorPart part; for (part = 0; part < ACTOR_PART_MAX; part++) { @@ -935,16 +937,16 @@ void Actor_info_save_actor(PlayState* play) { for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) { if (actor->save != NULL) { - actor->save(actor, play); + actor->save(actor, game_play); actor->save = NULL; } } } - restore_fgdata_all(play); + restore_fgdata_all(game_play); } -Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, PlayState* play) { +Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, Game_Play* game_play) { Actor* newHead; s32 pad UNUSED; ActorOverlay* overlayEntry; @@ -952,8 +954,8 @@ Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, PlayState* play) { overlayEntry = actor->overlayEntry; - restore_fgdata_one(actor, play); - Actor_dt(actor, play); + restore_fgdata_one(actor, game_play); + Actor_dt(actor, game_play); newHead = Actor_info_part_delete(actorInfo, actor); @@ -1115,29 +1117,29 @@ Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Gra return hilite; } -Hilite* Setpos_HiliteReflect_init(Vec3f* object, PlayState* play) { +Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) { Vec3f sp24; - sp24.x = play->kankyo.unk_02; - sp24.y = play->kankyo.unk_03; - sp24.z = play->kankyo.unk_04; - return HiliteReflect_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx); + sp24.x = game_play->kankyo.unk_02; + sp24.y = game_play->kankyo.unk_03; + sp24.z = game_play->kankyo.unk_04; + return HiliteReflect_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx); } -Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, PlayState* play) { +Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) { Vec3f sp24; - sp24.x = play->kankyo.unk_02; - sp24.y = play->kankyo.unk_03; - sp24.z = play->kankyo.unk_04; - return HiliteReflect_xlu_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx); + sp24.x = game_play->kankyo.unk_02; + sp24.y = game_play->kankyo.unk_03; + sp24.z = game_play->kankyo.unk_04; + return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx); } -Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, PlayState* play) { +Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, Game_Play* game_play) { Vec3f sp24; - sp24.x = play->kankyo.unk_02; - sp24.y = play->kankyo.unk_03; - sp24.z = play->kankyo.unk_04; - return HiliteReflect_xlu_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx); + sp24.x = game_play->kankyo.unk_02; + sp24.y = game_play->kankyo.unk_03; + sp24.z = game_play->kankyo.unk_04; + return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx); } diff --git a/src/code/m_controller.c b/src/code/m_controller.c index 1c108f5..41ab478 100644 --- a/src/code/m_controller.c +++ b/src/code/m_controller.c @@ -5,10 +5,10 @@ #include "sys_math_atan.h" #include "attributes.h" -void mCon_ct(UNUSED GameState* game) { +void mCon_ct(UNUSED Game* game) { } -void mCon_dt(UNUSED GameState* game) { +void mCon_dt(UNUSED Game* game) { } void mCon_calc(Controller* controller, f32 x, f32 y) { @@ -54,7 +54,7 @@ void mCon_calc(Controller* controller, f32 x, f32 y) { } } -void mCon_main(GameState* game) { +void mCon_main(Game* game) { Controller* controller = &game->controller; f32 x = getJoystick_X(); f32 y = getJoystick_Y(); diff --git a/src/code/m_game_dlftbls.c b/src/code/m_game_dlftbls.c index 21e59ec..45b17cc 100644 --- a/src/code/m_game_dlftbls.c +++ b/src/code/m_game_dlftbls.c @@ -22,7 +22,7 @@ // Gamestate Overlay Table definition #define DEFINE_GAMESTATE_INTERNAL(typeName, _enumName) \ - { NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(typeName##State) }, + { NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(Game_##typeName) }, #define DEFINE_GAMESTATE(typeName, _enumName, segmentName) \ { NULL, \ @@ -36,7 +36,7 @@ NULL, \ NULL, \ 0, \ - sizeof(typeName##State) }, + sizeof(Game_##typeName) }, GameStateOverlay game_dlftbls[GAMESTATE_ID_MAX] = { #include "tables/gamestate_table.h" diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c index 815677e..1661c13 100644 --- a/src/code/sys_matrix.c +++ b/src/code/sys_matrix.c @@ -75,7 +75,7 @@ MtxF* Matrix_now; // Top of the stack. /** * Create the matrix stack and set the pointer to the top of it. */ -void new_Matrix(GameState* gameState) { +void new_Matrix(Game* gameState) { Matrix_now = THA_alloc16(&gameState->heap, MATRIX_STACK_SIZE * sizeof(MtxF)); Matrix_stack = Matrix_now; } |
